hi people! i've been working on this model learning more about hard surface modeling, made and rendered in blender and the textures in substance, it's fully rigged although i'm not the best with rigging yet.
eureka! its all so clear to me now! specular surfaces are always darker than non-specular surfaces! non-specular surfaces scatters the light more, showing less of the colour to the human eye! and of course you get the bonus that specular surfaces has better contrast.
Just wondering anyone else tried using zbrush from start to finish for hard surface modelling, I know there is a tutorial at DT for it. But who here uses it for there hard surface modelling. Starting there base mesh in zbrush and finishing it all with just zbrush.
Space Warrior is a modeling practice whose goal was to improve my hard surface modeling skills in modeling and texturing tactical clothing and gear. Discover more at https://www.artstation.com/artwork/8bYZ5m Social: https://linktr.ee/yulia_belyaeva
This one is a project I made for fun! I wanted to take my modeling further and practice transitioning the topology from hard-surface, to smooth-surface on the same mesh. It was challenging but well worth it!
Everyone uses painter Job titles such as material artist, texture artist are what you want to be searching for if you're interested in surfacing rather than modelling
For me it's the opposite lol, I suck at hard surfaces. Exactly, I think it's fun when you can get your character naked and customize their genitals even if there is no gameplay reason for it. And since you have multiple humanoids you can make interesting body designs that expends the lore.
Gotta agree with Mik2121! :) Also, if possible, I'd like to see some different kind of hard-surfaces: for the moment, we did "mechanical" hard-surface. What about "electronic" hard-surface? For example:
Surface Pro 2. Haswell baby! http://www.pcworld.com/article/2049262/microsoft-surface-2-and-surface-pro-2-benchmarks-and-hands-on.html Still. Wish they had a 16 gig option for ram.