Quick question guys. This is a pretty dumb question, but what modifier do you use in Max for Sub-D modelling? I've always used turbosmooth for hardsurface stuff, and it works great. But someone told me that turbosmooth wasn't great for mechanical modelling. I think he mentioned WSM Subdivide or something like that? If so,…
I'm having general difficulties creating armor i.e. shell-based armor plates/bracers/shoulders. I don't know how to approach it or the workflow. I wanna create something like this: in the sense that I want armor plates to be "attached" to an undersuit. I'm currently working on a batman costume: Any good tutorials on how to…
Thanks for your answer! Which thread would this topic go in? Maybe it can be moved there by an admin. Is Sub-D Modelling the recommended way to do game models? For hardsurface stuff, is it not easier to just use whatever 3dsmax offers. Like Boolean, Bend, Lathe etc. or just attach primitives to one another until the…
Make sure to post up your attempts so we know where you're at. I recently made one of these actually, try starting with the main circle shape and give it plenty of sides to work with, 32+. The difficult part is if you want to make the 'twisting' part and the rest of the piece together, you can just use the shrink wrap…
...you're welcome, I'll also link a couple of resources as a kind of guide, that may help shed some light as to Boolean intergration or perhaps 'acceptence' as a viable technique for use in game res HS asset generation nowadays, as opposed to when I first started out:…
Hey guys. So I'm making this robot and having troubles with a certain part. It's frustrating and where I live no one knows how to hardsurface good (don't even mention using max at all). I've read many hardsurface guides, but because each situation seems too specific for my inexperienced mind, my head simply can't grasp how…
Oh okay. Because I learned this method in university from some hardsurface artists at crytek. I also use a script from one guy there, so you can easiely change smoothing groups to speed up this process. I know there are many many loops who are worth it, but the pcs right now are stong enough to handle this. I love this…
@iacdxb @HAWK12HT Sure, for a deforming or sculpting ready mesh you'll have to have the topology to be ready for that. I shouldn't have worded my post in a manner that can be read as "Ngons are always fine". I would like to specify my solution to "Ngons are fine for details around flat areas on non-deforming hardsurface…
Hey all! Was wondering if I could get some eyes on a project I'm noodling on. Goal is to model irl model kit pieces in Cinema 4D/Zbrush/Blender for some hardsurface practice. Am a relative newbie at this and am wondering what are some proper ways to go about modeling the following piece (top half only, no orange or bottom…
IMO people really need to get on the OpenSubdiv train. It's a far superior way to model hardsurface assets that allows you to still utilize support edges if necessary, while reducing complexity overall and being much quicker to work with. It also gets you in the habit of modeling clean and uniform topology that is easier…