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…
You just went up my buddy list. (plasticine is a bitch compared to sculpey, and hardsurfaces are quite well to make when you get the hang of it, do it!)
I'm not much of a hardsurface guy, but it looks like a solid start even tho the concept is a bit dull in my opinion :) looking forward to what you'll make of this
Thanks for the reply Jackablade. This character appealed to me as a "Bioshock" style concept, with a blend of hardsurface and organic modeling. That's the reason I chose this out of a million other concepts :)
https://polycount.com/discussion/168610/3ds-max-zbrush-proboolean-dynamesh-hardsurface-workflow-tutorial/p1 How Boolean modeling factors into your Zbrush workflow
Check out Tim Bergholz' tutorials: https://gumroad.com/timb He has one on rendering weapons in Toolbag. "Ultimate Hardsurface Weapon Tutorial Marmoset Renders"
Ben Boltons new method is a gamechanger for a lot of right-angle based hard surface: http://polycount.com/discussion/168610/proboolean-dynamesh-hardsurface-workflow-tutorial
wowzers! i'd love to see a mesh of this to see how you got all those soft details into a hardsurface model like this? I'm guessing it's a lot of zbrushing?
There actually was a hard surface forum but it seems to have died :/ More info here: http://polycount.com/discussion/155032/what-ever-happened-to-next-gen-hardsurface
Hi everyone, I am looking into buying a license for uv layout, but I would like to hear what other hardsurface artists use it for? I am mainly evaluating the packing features.