Hey all, I've also started working through the challenges from week 1, so far up to week 3. It's been a great challenge and I've learnt a lot already, especially how difficult it can be!
Are there any general tips anyone can give for breaking down more complex shapes and things that I should be keeping in mind while modelling to streamline the process? You know those little tidbits of knowledge that all of a sudden just pop up from the mind. Although not completely unable to create the shapes, I'm finding that I'm struggling without a reference to build straight on top of with planes.
Ekul, My process for tackling any hard-surface sculpt uses a blend of planer modeling and polygonal modeling. For overly complex shapes I block out the mesh with various pieces such as a cylinder for cylindrical parts. Once I have all of the basic shapes roughed in then I go through and attach the parts together and start using planar modeling to fill the spaces in between. For example the base of week 2 is a cylinder, but there is a rectangle shape intersecting the middle at the top. I would create both forms and then begin attaching. It really comes down to each model. I can do a paintover this evening if it would help.
If not too much trouble, that'd be great, thanks. Sounds like an interesting method combining the two techniques, something I'm not familiar with as I tend to go one or the other, so I'm sure it'd be very beneficial to see.
I know this thread isn't really active, but when I saw the radial engine I thought it might be fun. I did this high poly today, I think I'll do a low poly next weekend to get some more substance painter experience.
Ekul, My process for tackling any hard-surface sculpt uses a blend of planer modeling and polygonal modeling. For overly complex shapes I block out the mesh with various pieces such as a cylinder for cylindrical parts. Once I have all of the basic shapes roughed in then I go through and attach the parts together and start using planar modeling to fill the spaces in between. For example the base of week 2 is a cylinder, but there is a rectangle shape intersecting the middle at the top. I would create both forms and then begin attaching. It really comes down to each model. I can do a paintover this evening if it would help.
This is actually super helpful. I honestly find myself getting a little lost when the geometry gets funky, and I can push verts around for too long sometimes.
I know this thread hasn't really been touched in 8 months, but I did just find out about these hard surface challenges from 2014 and thought it would be a great way to push my modelling skills and get some much needed practice in. Here's my shot at the first week.
hi guys. please help me. i can't open image-reference of week 9. link is broken i think. thanks!
Same over here, did the last 8 week, want to start with the 9th, does anybody have any idea hows the object is called? to look for some reference online.
Hey Guys! Does anybody have any idea how to model week 16 object? I start from half sphere trying to match the overall shape of the helmet, but i cant get the right shape. What your best way/technique to model this object?
Replies
Are there any general tips anyone can give for breaking down more complex shapes and things that I should be keeping in mind while modelling to streamline the process? You know those little tidbits of knowledge that all of a sudden just pop up from the mind. Although not completely unable to create the shapes, I'm finding that I'm struggling without a reference to build straight on top of with planes.
If not too much trouble, that'd be great, thanks. Sounds like an interesting method combining the two techniques, something I'm not familiar with as I tend to go one or the other, so I'm sure it'd be very beneficial to see.
Here's Week 1 - first part:
Shader
Beauty shot
Wireframe
http://imgur.com/Wpt7UUS
http://imgur.com/XkVe4X3
This one was harder than expected. I had to start over 3 times until I got some ok-ish topology.
Shader
Beauty shot
Wireframe
http://i.imgur.com/eCL9oOF.jpg
http://i.imgur.com/XfzqXLf.jpg
Not really happy with some of the geometry, but was too lazy to start over. So here it is.
Shader
Beauty shot
Wireframe
http://i.imgur.com/nnOo9Vr.jpg
http://i.imgur.com/4gOhext.jpg
I know this thread hasn't really been touched in 8 months, but I did just find out about these hard surface challenges from 2014 and thought it would be a great way to push my modelling skills and get some much needed practice in. Here's my shot at the first week.
Does anybody have any idea how to model week 16 object?
I start from half sphere trying to match the overall shape of the helmet, but i cant get the right shape.
What your best way/technique to model this object?
https://www.artstation.com/marcos-brito/blog/YzQw/hardsurface-modeling-practice?fbclid=IwAR0ObPYKXXj8jxkxjq19ZvPdmoz7f7mSBSdEu9pbtIYsstvAkyIhLvTX1l8
https://www.artstation.com/artwork/mqxDNZ
https://www.artstation.com/artwork/w035vY