Hello, I made this one entirely in ZBrush in order to test hard surface modeling tools and see how it could replace traditional hard surface modeling in max, maya or any other 3d software. So my answer about which is the best is ... both Some very complex pieces are a lot easier to do without focusing on topology and…
Thanks for the link marcus. I have now finally finished the revolver's chamber, it now just needs some small details on the ends but they're easy. I went back to editing the before-turbosmooth topology but will try hard-surface modelling soon.
Hi, long time follower first time poster. Im currently teaching myself how to sharpen edges on a smoothed hard surface. And up until now Ive been able to figure out all the smoothing 'pinching' with topology adjustments. However I am now trying to bevel an inside (concave) corner of some car body work as in : I read…
i really wouldnt worry about flow or topology if tis for a hard surface high res model. so long as your control edges are sound, the rest is kinda just whatever. not saying this is the exact correct way to do it.. or even that there is one.. but this is how id tackle it.
Like the title says im gonna try and model as much as possible using only zbrush. So far these meshes are just dynameshed cubes and spheres. Gonna retop them and create nice clean topology for hipoly loveliness :) Concept by Oskar Pavlovskis Beauty Render
What exactly are you having issues with? The tools should work perfectly fine with Hard-surfaces last I checked, the only difference is, you have to used guide lines to make sure you have some proper topology incase you need to subdivide later on.
I am working on a helicopter that has numerous panels all throughout the body of the plane. At the moment I am cloning topology from the original base mesh and using that to float paneling on top of the model. This way each panel conforms to the shape of the helicopter since its using the original base mesh and has its own…
Wanted to sharpen my modelling and hard surface skills so decided to make 1 weapon scope every day for 7 days and then create low poly versions for game assets! Trying to make the high poly models using only splines, booleans and 3ds max re topology modifiers!
This is really impressive, just the complexity of the shapes you're creating really feels like a boolean without the penalty of unusable topology. I was looking at remesh tutorials online but they were inconclusive when it came to using it for hard surface modeling. Can you share a little info about your workflow?
Epic games uses zbrush for a lot of hard surface things. You can see some of their workflow outlined here. (Scroll down and find the videos by epic games.) A lot of the hard surface stuff for the infiltrator demo was done inside of zbrush with retopo in max + alphas for detailing. In fact the statues were even posed after…