Yeah I gotten really good at hard surface, I can model most hard surface props/real life objects (going for a hard surface specialist). I still have room for improvement especially building up my speed/model turn over, currently I am knocking out portfolio pieces so stopped doing the weekly (each piece I am going up in…
JoshuaG: The overall concept is to model the concept/image that is posted the best you can *most of the weekly have been real life hard surface object that consisted of tricky geometry, so making the high poly was great enough*. With the last 2 weekly being concept/game related your best plan of attack is to do both high…
Commando and Copletaf: Thanks for the crit Copletaf made it much thicker. As for your models there not much to say except a few minor areas. Commandor the middle section where four screws 2 on each side hold it in place is a little short increase the height a little. Copletaf your inner circle (the piece where all the…
The first thing is to try and find a orthographic view of the model you are going to be making. The past weeks I been able to find 1 for most http://vintagemike.files.wordpress.com/2013/09/photo8.jpg?w=645&h=863 You can set this one on the Side View is great for the front shape proportions Then once you have the front done…
Thank you JoshuaG I was going to start tomorrow but stopped by and saw the amazing reference. Nice to see it have piece from real life guns. I thought people would love doing a gun as i been wanting to. Sanro: First thing to do is to determine how many sided cylinder your going to make the entire model from or that…
Make a block-in mesh and observe the references. Sometimes there won't be much presented to you (week 11 I actually got lucky that there were so many good photos taken) and you will have to make some assumptions about how things work. I've said before assumptions are bad, but if you have no other choice, experience and…