My recommendation is to set yourself projects with the idea of practicing or learning something specific. Like as a character artist if I want to practice making hair for example I'll focus on a project based around that, or if I want to practice human anatomy I'll make a character that requires good knowledge of that. If…
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…
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…
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.
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.
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…