So i'm currently watching Tim Bergholz Hardsurface tutorial making an AKM. I've done lots of hardsurface work in the past but it never hurts to see other peoples methods and workflows especially if they are better than me. I just finished the first modeling video and many times just in the first part of the video he makes…
Dear polycounters, I`ve just released my latest tutorial and my biggest personal project so far - The Ultimate Hardsurface Tutorial for the Turretgun. I`ve been working on this for a LONG time - more then 9 months of my spare time and am so stoked that it is finally ready to be released! :) This tutorial covers the entire…
This hardsurface kit contains 100 models that were used in the creation of
Tor Frick's latest Mech
projects. All models are weighted subD geometry, and available as both Modo preset
files (lxl) and Alembic files for import to other 3D applications (for example
maya). 41 of the presets are set up to work with the…
Hey guys I've decided to focus in the area of Environment and hardsurface prop work. I'm going to keep this short and simple as we all know what happened last time. I'm also not going to mention a certain factor about myself. We all know what that is ;P Anyway guys, seriously, alot of you are awesome environment artists so…
Hey there, I am Ohle a Hardsurface specialist that is looking for freelance work. I provided assets for games like Black ops 4 and other not announced titles. Some of my skills: Hardsurface modeling Strong understanding of PBR texturing Able to create optimized game models for limited budget scenarios Able to create…
If you’re looking for work that will challenge and inspire you, a job that will offer tremendous personal and professional growth, then Digital Arrow is the right place for you. We are always seeking experienced and talented individuals to expand our ranks. You will work with talented, passion driven, creative people, and…
Update on the project, Made the mask for the character. Started out by making the big shapes and overall silouhet of the mask. Followed, I brought the big shape into maya so I can hand reto it for better control over the form on where the curve might be result looking like this in zbrush using the subidv feature Before…
Hello fellow Polycounters! I've taken the feedback I've gotten to work on lighting/rendering. I've also added new pieces to my portfolio. I would love to get some feedback from you guys. You can find my portfolio at: https://www.artstation.com/artbyfan My previous progress thread is…
I was wondering how you guys actually practice hardsurface modelling. So that I can be more efficient with my practice. Do you model specific elements of an object, complete a full model etc? Thanks.