Awesome Zbrush hardsurface skillsRailbladerX,the job is already yours imo :) :thumbup: Any chance that you can point out the tutorials material that taught you to hardsurface in that way into Zbrush? :poly124:
Thank you Poinball! Day 44: Today I worked on yet MORE hardsurface. Did a retopo of the bellyplate (for hardsurface, NOT final) and worked some with turbosmooth. Will tweak it some more tomorrow.
I think you'd be waiting for quite a while if you're looking to automate easily-readable hardsurface UVs. :p Hardsurface modeling looks excellent, though! This may be an unpopular statement here, but I think you can definitely afford to tighten some of those edges up.
3d cgma Class - Hardsurfaces modelling for films Polycount Project Progress: http://polycount.com/discussion/198433/w-i-p-3d-cgma-class-hardsurface-modelling-for-films/p1?new=1
Dont know, the armor seems more like its composed of rocks than hardsurface plates. Not a big fan of the overpolpulated details but of course the design still has a bit of way to go I would say. You should focus on nailing the hardsurface feel before you go nuts with nano details.
Hey man sick! how did u become so good at Zbrush hardsurface. Looks like its actually a great thing to plug into one's pipline/workflow. I know zbrush but more for organic stuff like clothes and anatomy but never explored the hardsurface side... Any tips or suggestions? Thanks again
Was never too interested in Zbrush as an enviroment artist, always got away with mudbox. Seems though that there are some really powerfull tools in Zb4 to do hardsurface. So to cut to the chase: Zbrush`s weakness has always been hardsurface, now that this has been covered up, what are the chances that you dont need any…
Hi, So if I had a hardsurface piece like a box I would unwrap it, having different shells so I get hardsurface (when baking normals) what's the next step? Do you let textools do the Smoothing groups to uv shells? So it creates different smoothing groups for each shell. Then you collapse the stack.
Having an insane time trying to figure out how to model this in maya. It's from an old hardsurface challenge thread but I can't for the life of me figure out how people did it efficiently. Am I doing this right/ any tips from more experienced hardsurface modelers?
Problems like these are just inherent in CAD data which is typically not set up for tessellation. You can try different software to tessellate these parametric surfaces. Or you can use retopology tools to make a wholly-new topo. 3ds Max has really nice retopo tools, works really well with hardsurface models too.