So i'm currently watching Tim Bergholz Hardsurface tutorial making an AKM. I've done lots of hardsurface work in the past but it never hurts to see other peoples methods and workflows especially if they are better than me. I just finished the first modeling video and many times just in the first part of the video he makes…
Hey there. So I threw in a quick a hardsurface mask, baked to lowpoly and imported it into Unity. The mesh is mirrored from the middle I notice that the seams on the central vertical axis of the mask appear funny. Is there any way to stop the normals to act wierd in Unity ? Apparently the normalmap interpretation of Unity…
Hey! After a lot of work, I have finally completed my Hardsurface Alpha Pack. This pack contains more than 350 height maps, and is going only for $6+ at the moment! Please have a look, and consider supporting my work. I wish you best of luck with your future projects. Artstation: https://www.artstation.com/artwork/2r23g…
Earthquake pretty much summed it up in his short post. But we do this sort of hardsurface work on a daily basis so it's obvious to us - I think if you're serious about doing hardsurface game art, it will pay off to take the time to read more about smoothing errors. I wrote an article about this -…
I like your hardsurface models, they look cool. Some of your renders seem a bit dark to me though, especially your hardsurface models. If someone is working in an office and scouting countless applicant portfolios, they may well have their monitor brightness reduced to help combat eye fatigue. This would make darker…
Hi guyz:), i m follower of dis Fouram from last month and dis is jst awsome Cmmunity of gaming Artist, i do mainly Cherecter modeling bt trying to lern Hardsurface modeling texturing Stuff .......So 1st Time posting here,...and alsoo dis r my very First try of HS mdl n Texturing wich i did wid Folllowing a tut by stefen…
or does it not matter? I'm going to be using headus uvlayout. Someone told me that I should have my hardsurface model in all quads before unwrapping. Problem with that is that I need some tri's in there if I want it very low poly. If I need all quads before unwrapping, are there exceptions where it is ok to have tris? Like…