Rick_D: Is that a normal workflow for hardsurface stuff? IT seems like it would create alot of problems with your UV map if you had to remove those edges after you baked.
Google and Youtube have many information about it. Not necessary pistols exactly. Just see some tut's about hardsurface modeing. Then about map's baking, texturing, game engines...
I have to say that, that is the coolest hardsurface ive seen. the style of it is so interesting to look at. (the top image of the detail is my backround :) ) cant wait to see more! definitely subscribed.
That does look amazing. They have that really cool spaceship hardsurface video a bit further down; I wonder if the auto-retopo works with something that... That would really interest me.
I'm no hardsurface wiz but your edge flow looks kinda bad. I suppose if it bakes down fine then it shouldn't be a problem but it's good practice to have clean geo regardless.
This is also super important now that Boolean operations are more stable across most 3D modeling software. http://polycount.com/discussion/168610/proboolean-dynamesh-hardsurface-workflow-tutorial
You're going to want to read this to to undertand how the Booleans will work in conjuction with Zbrush https://polycount.com/discussion/168610/3ds-max-zbrush-proboolean-dynamesh-hardsurface-workflow-tutorial
Hi there i am a hardsurface 3d artist seeking for paid work.. i can do weapons and props contact- kshubham331@gmail.com portfolio- http://shubhamkumarportfolio.weebly.com/ portfolio is WIP
Subd polygonal modelling (hardsurface) - I focused for years on optimising edgeflow and topology design for my hi-res meshes, which is essential when portraying complex mechanical objects.