Right now I'm working on a character that is neither Halo nor Sci-fi and I still had to do a lot of hardsurface work, how does that happen? Everything that isn't organic is hardsurface, and even with organic basemeshes your hardsurface skills will come in handy. I suppose you can deal without these skills when you work on…
Hi guys Im looking for a Scifi hardsurface 3d modeler for my own project, as this is a long term freelancing I would like to have the candidate working close with me. Please link me your portfolio and DM me your experience Cheers Eric
Hi! are you determined to do the hardsurface stuff in zbrush? I tend to export my base anatomy model to maya and then build the hardsurface elements in maya over the anatomy, seems more precise to me but I know some people are amazing with zmodeler.
Ok New update, began working on the cloth and skin a bit more. Also finished some more hardsurface. The rest of the hardsurface details will be created with ndo when I begin working with the game res version of thi. Thanks for the feedback so far!
Hey guys. I'm dipping my toes in hardsurface and mechanical modelling with this character I concepted. He is a giant robot/monster known as the Devil Hawk. This is not a primary priority for me right now, but I've been hammering out bits of work here and there. Please comment, crit and give tips on better hardsurface…
I am currently working on these spaceships for my game. My polygon target for the highest LOD for now is around 30-50K. I am wondering if there are any resources, I could look at so I can improve my workflow and hardsurface topology skills, because sometimes I get lost or the topology looks bad.
The workbook is less about organic or hardsurface and more about the topology itself. It shows many techniques for managing tris, ngons and poles. I use the techniques for both organic and hardsurface. hope that answers your question. Let me know if you have more.