When I first started, it seemed easier for me to block out a lowpoly and then attempt to build the highpoly source to fit it. This really is not the case. Do your highpoly work / sculpting work first, then retopo or construct the low around the high. For hardsurface work, loops can sometimes be removed from the high to…
As the other gentlemen said the normals lend themselves to getting a solid base for the diffuse. A friend of mine at GBX described one day how they get a rough base for the inking. It's much more effective on non hardsurface models, but it will work to some degree on pretty much everything. In addition, like you already…
Stupid questions such as actually posting art on an art board instead of vague discussions on what is and is not original art? How could that possibly be a dis? Plus in my oppinion, saying that base meshes look alike, is like complaining that people use the same brand of paint. Or that that the box primitive is used…
Hey guys, i've been following some tutorials (hardsurface) recently from Simon Fuchs and i was wondering if i could get some feedback. Some highpoly quick renders below together with the wireframe. The wireframe and polycount for the turret with the fairly dense detail. I separated the detail here, saves me quite a lot of…
Glad you like it :) But you do actually get to a finished model,and that's the strongest point,there is always time to practice details :) :thumbup: Starting now to sketch things inside Zbrush,kind of going "cautious" since I always did hardsurface inside 3ds max,so this is different,but is also more fun. Since grooveshark…
Finally going to call this one finished. I could tweak and tweak since it's pretty big but I think this is a good stopping point. I'll be uploading bigger images on my site once I get back from vacation tomorrow, and possibly putting together a video of the space. I set out to put together a sci fi space using halo as my…
Hi everyone! Back again and it IS 2018 ^^ Slowly slowly.. but steadily. I reached Pre-alpha 0.2 which primarily consists of Engineering 2.0 There is so much new stuff I couldn't pack it all into one single news so I'll spread it over a few. If you wan't to check out the details you can head over to www.rollinsforge.com…
I've recently been looking into Warhammer and just saw this unit on the Games Workshop sight, This model is spot on! Good job, can't wait to see it fully textured! Also, you bake with only one smoothing group, all soft edges? How do you pull that off? Ive tried baking hardsurface objects like this with soft edges and have…
I don't agree with the notion that hero assets/hard surface work automatically means less creativity and more supervision. At Crytek, the hardsurface guys were almost always the ones that were also designing the assets. As for job chances, it depends. Good HS guys used to be rare, lots of people dislike hard surface…
i think the texel density looks even as is. can't assume you won't ever see the bottom. what if it were used in a scene tipped over? since this just seems to be general practice of hardsurface, I think the texel density works great because he's showing the entire model. i think the ao/shading around the screen could be…