Oh don't get me wrong, I put some time into hard surface. That actually started with a game idea and I never modelled a car before. It was a block with a crappy car texture. Oh hell nah I'm going to learn to do better cars. So worked my way up, a few little tutorials, cartoon-like cars. Then found a master class for…
Gotta agree with Mik2121! :) Also, if possible, I'd like to see some different kind of hard-surfaces: for the moment, we did "mechanical" hard-surface. What about "electronic" hard-surface? For example:
Hello everyone, Should I use Blender or Zbrush to go about hard surface modeling? I've heard the new Zbrush 4R2 has gotten a few more tools for hard surfaces. Can anybody speak from experience working on hard surfaces starting in Zbrush? I will eventually be switching from Blender to 3d Studio Max once I have enough money.…
From my experience it's same in every ray-tracer I tried. And always been that way. Mostly coming from sky/environment light . Guess it's why they do small quads with displacement + actual bevels instead of hard edges outside of gamedev. Hard edges is a gamey thing. Actually I have seen a subtle hard edge reveling with…
YUS! sorry for the delay. low odor gets it! ps its beatle, if i was being a hard-ass which im not pps what's a hard ass anyway who has a hard ass? mines squishy