with all due respect, if you feel discouraged or bothered by having to pay attention to detail, you're going to have to change your attitude entirely. Otherwhise, hardsurface will do your head in, comrade.
Ye, that's smoothing errors which you get when doing hardsurface normalmaps. I wrote an article explaining them and possible solutions, hope it helps :) http://www.svartberg.com/tutorials/article_normalmaps/normalmaps.html
The sharp edges should not be a problem. Mudbox can give some nice results for hardsurfaces, but it's not always easy. The control you get from using good ol' max is nice, but it's up to you
Started making the weapon,still screwin around with it gota make the hardsurface pieces in max DOES ANYBODY KNOW HOW MUCH POLYS AND HOW BIG THE TEXTURES ARE FOR THE WEAPON,WOULD BE GREAT HELP:)
Thanks for the help. I'll give you this link ( [ame="http://www.youtube.com/watch?v=1KkJ79o3H7M"]Turntable and Hardsurface with Blender/Zbrush - YouTube[/ame] ) in return. Interesting stuff. Going for another model.
I like your work and also the simplicity of your portfolio. You seem to have a good all around body of work, some hardsurface modelling, some sculpting etc. Good luck. :)
Hey there everyone, I'm trying to model some capsule indents into a panel of sorts for a sci-fi scene. There seems to be this odd bump when I apply turbosmooth and I can't seem to fix it :/ Any help is appreciated!
@Sam Tang: I'm still trying to wrap my head around how exactly you went around doing the hardsurface sculpts for Mecha Kah'zix. I'm trying to learn, but it's murdering my brain.
Always loved your hardsurface work, great job dude! Something about the materials on the pay phone stick out to me, in a good way. All the bevels are a really good scale and read well.
Some Zbrush sculptings from today. This guy was a hardsurface test in Zbrush. Some warrior like that which can be placed in some war scenarios in the future. Currently Wip, try to work this guy out.