Was never too interested in Zbrush as an enviroment artist, always got away with mudbox. Seems though that there are some really powerfull tools in Zb4 to do hardsurface. So to cut to the chase: Zbrush`s weakness has always been hardsurface, now that this has been covered up, what are the chances that you dont need any…
Hi, So if I had a hardsurface piece like a box I would unwrap it, having different shells so I get hardsurface (when baking normals) what's the next step? Do you let textools do the Smoothing groups to uv shells? So it creates different smoothing groups for each shell. Then you collapse the stack.
Having an insane time trying to figure out how to model this in maya. It's from an old hardsurface challenge thread but I can't for the life of me figure out how people did it efficiently. Am I doing this right/ any tips from more experienced hardsurface modelers?
I think a female character, fairy realistic and with some hardsurface would be the ideal folowing. I mean that the first was a stylised (almost catoony) female, now we're working on a realistic in his mid 40s medieval male. We need a female again and we didn't tackle hardsurface yet.
No Loops: AmsterdamHIltonHotel kinda pioneered this method: http://polycount.com/discussion/168610/3ds-max-zbrush-proboolean-dynamesh-hardsurface-workflow-tutorial/p1 (Which is the methodology behind the Zbrush hardsurface pipeline). Boolean to your hearts content, and then just dynamesh/polish. The biggest advantage for…
I'am really new to hardsurface modeling and i just did my first hardsurface model and having these weard hard edge looking problems after bake. I did "set smoothing grps by uvw shells command in Tex tools. Here are the results i'am getting : https://gyazo.com/a691534f2b2a82677498e27ff1813516 In some parts of the mesh i'am…
hey Darkleopard! it was hardsurface all the way with kinda many floaters, i'd say go with the program you feel most comfortable with, i know zbrush has some pretty kickass hardsurface techniques (shadowbox clipping etc) but i personally prefer ye olde sdiv modeling workflow for such symmetrical and mechanical objects, but…
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…
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 think that's a good point. At the risk of being too general I would argue that fast hardsurface is all about pretopology, not retopology. The fastest way to achieve a good hardsurface HP is to model with procedural functions, not by hand (compared to sculpting a character). Procedural functions work off of more primitive…