Early stuff. I'm a noob at this sculpting business. And this is my reference, though I may add something hard surface somewhere.. http://img638.imageshack.us/img638/4135/guildwars2.jpg
lookin good alberto. if you're gonna go for stylized though i'd maybe ditch the low frequency detail. with that kind of style rocks n such its better to have broad flat surfaces.
My sculpt so far, everything still needs working into pretty much but I got some hard surface work planned all over the place to break up the silhouette aswell.
Reading the Racer445 tut on next gen hard surface got me inspired to do a brief texture practice, I'm not sure about the paint or the emissive details but I'm not quite sure how to improve it.
So I decided to do some hard surface modelling and I randomly wanted to make a sci-fi boiler. Here is my progress on the High Poly so far, still a lot to do.
meshiah tacit math Wow awesome stuff guys!! :poly142: Some shots of my Flash girl for comicon,high poly hard surface model,maya screen grabs,sorry for the size :poly122:
Something I'm picking at on days i can't work on the soldier. Revisiting my college project, the 1940's NYC street. Just a leisurely break from all of this hard surface sci fi stuff.
The scratches on the side look like you took a brush in photoshop and just started clicking. You can tell it repeats across the surface. It wouldn't be uniformly damaged like that either. Think of what gets the wear and tear.
Well, no... Marbles use a RampLighting+Spec+RimLight+NormalMap+AlphaBlend surface shader (but probably I'll get rid of NormalMap), while the track is actually a big prepainted texture (I'm not using Unity Terrain due to some limitations).
thats awesome stinger88, I remembered trying a mignola style hellboy ages ago and found it hard transitioning the style over. Great job and awesome vid :) Moof, I want your hard surface babies :D