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
As for the topology problems, you could look into remeshing workflows. I know the retopology tools in 3ds Max can work particularly well with hardsurface assets, and some artists have come up with a nice modeling workflow there, involving various modifiers to automate much of the process, and creating a clean output…
Glad it gave you clarity, while CAD approach will be great I would suggest same as Pior above, to learn poly modelling too. However aim to learn how few amount of edges in right places can help you get polished subd model. Old school Grant Warwick, Mastering HardSurface series is good starting point. While he is using 3Ds…
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?
I think a female character, fairy realistic and with some hardsurface would be the ideal folowing. I mean that the first was a stylised (almost catoony) female, now we're working on a realistic in his mid 40s medieval male. We need a female again and we didn't tackle hardsurface yet.