Your stuff on artstation looks to be too low poly in the wrong places, except the first weapon plate. I guess that was the last one you made. There is a lot of work that goes into creating a finished product and loosing your puff is something all of us know too well. The second handgun looks good but there are problems…
Did you see the CAD & text parts of the vid above? https://www.youtube.com/watch?v=Pg2Nm-fwyME&t=790s Works pretty well on really difficult hardsurface CAD stuff.
Hi, I'm learning 3D modeling and right now I'm following the tutorial of Simon Fuchs where he creates a game-ready asset of Mauser C96. In his tutorial he uses zBrush hardsurface polish workflow (or dynamesh hardsurface workflow, I don't actually know the right name for it). This is the gun I want to model: This is the…
Good day ! We are Trimatra Interactive, a team of developers currently working on a dungeon crawler game similar to Hexen and Doom called Undaunted and based in greek mythology. As far as development goes, we have concept art, music and even a running demo with some basic mechanics. Nonetheless, we are still looking for 3D…
https://i.imgur.com/8z8s9Ga.mp4 Small 360 view Also been trying some new approach that would allow me to create design that is not T-posed, by going for 80% cleanliness on the hardsurface part, which later on will be retopologized properly. But for now worrying about joints, folded metal "plates", working mechanisms and…
Inflating your highpoly sounds like maybe a misinterpretation of a technique I know from Heroes of the Storm. Sculpts were given a slight inflate before the maps were baked to create thicker edge highlights. It ah, works a lot better with a dynameshed sculpt than it does with a hardsurface model.
A very Ambicious project i started working on few weeks before. Goals - 1 - Efficient Environment art Workflow > Architecture > Props (Organic and Hardsurface - Medium to large) > Foliage and vegetation. (Speed tree Workflow) > Landscape Painting. 2 - Deeper dive into Unreal engine 5. > Lighting > Look Dev > Cinematics >…
Awesome thread! Let's go hardsurface model love haha! Swiftloop is on Shift -S for me. If there's one thing I'd call critical this would be it. Also like codefather says, part of it comes down to good workflow with blockouts. I never Zbrush stuff, or retopologise, but I tend to construct it from the ground up in a way that…
Vira is an exclusive character I made for "I From Japan", I really liked working with them on this new character, I think it's always a long but wonderful job to create and bring a new hero to life, that's where you're the most creative and feels everything is possible =D I made her with : - Mischief ; Rough concept arts…