Got a fun error on the model when I reimport the obj, but for now the highpoly is done, gonna do a keyshot render of it before moving to doing lowpoly. #robot #hardurface #sci-fi #military
Specializing isnt a bad idea you know. If you want a brutal crit your Tank & Car are the best thing in your portfolio. Everything else is mediocre. They are levels above of everything else. :thumbup: So your strong point is hardsurface. Metal wear & weathering. The diffuses are abit flat colour wise tho, so work some…
I recommend starting with Blender. I'm assuming you have zero 3d skills so start with easy items (hand tools, simple furniture) to get your feet wet and familiarize yourself with the the tools and modelling process. You can do zbrush hardsurface but a) you'll have to buy a license b) it's going to be more challenging doing…
So much awesome work going on guys! I've made a tutorial for the creation of this ugv's leg system: [ame="https://www.youtube.com/watch?v=WBv8jww8DCU"]Zbrush Hardsurface Techniques - YouTube[/ame] Taking inspiration from the boston dynamics big dog/wild cat designs! I cover pretty much my whole hardsurface workflow in…
Everyone with experience will tell you zbrush is the standard for sculpting, there are no 'buts or maybes'. That's not to say we don't use both. A lot of people use both. Mudbox is great for texturing but zbrush just overwhelms it in terms of sculpting. Plus pixologic gives you constant updates for free, unlike most apps…
There are many kinds of art, like sculpting a face is just copying from real life, yet it takes much more knowledge and skill to sculpt a human head, than to sculpt some random alien head. Same with Hardsurface, I could make hardsurface guns till my fingers bleed and I doubt stand up next to one made by Racer445 or…
Perhaps you can help me out with this Earthquake as I would love to optimize my workflow, for creating hardsurface objects how should I go about it, what I have done in this series of pictures is start with the low, then add edgeloops to make the subd version look like the low version, so that when I smooth it in zbrush it…
It's been awhile since I've posted anything meaningful on polycount, so I thought I'd get back into the swing of things with a new model. This is the most ambitious thing I've ever attempted to make before so it would be appreciated if I got advice/critiques on making this look as good as possible: I've never made any…
Hello, My name is Matt Curtis and I am a 3D artist specializing in characters and high-quality assets. I have experience creating both game-ready and high-poly models, as well as PBR and stylized texturing, and am familiar with common industry workflows. I pride myself on attention to detail and client communication, and…