kinda the same here, i use 3dcoat for a lot of stuff tho, handpainted textures, tweaking lowpoly models, easy uving, retopo, rock formation shapes, and when I need to prototype hardsurface stuff is also good.
Actually, the modifier is way better still. I can't find a way to get properly quaded corners on some of my models, but in the modifier it was an option. Also, the modifier has some Normals chamfering for low poly hardsurface work.
I'm curious as to what kind of 3D work needs to be done? Id mainly be interested in hardsurface modelling (buildings, props, vehichles, etc.) Contact me via mail since I'm not very active here. Alexander.suenson@gmail.com
Keyhydra do have his own identity and is not specialized in Hardsurface we are trying to fix entire areas of max Including modeling but not only. I have hidden some discount in some places if you feel the soul of a gamer :-)
The textures are looking quite flat, I feel. The jade doesnt have any depth to it (refer to pior's jade for an example) the hardsurface stuff looks too clean and I can't identify what the material is supposed to be, metal or stone?
Proboolean - Dynamesh workflow https://polycount.com/discussion/168610/3ds-max-zbrush-proboolean-dynamesh-hardsurface-workflow-tutorial Insights in there that will prove useful, particularly when generating complex objects regardless of technique or app/s utilised.
If the house is supposed to be rough and rocky, this sounds like a good case for ordinary hardsurface modelling, and to test Mayas sculpting (will probably improve in the future). If youre not constrained, I would look into substance designer and/or painter for the map baking and texturing.
Asura GuildWars2 fanart WIP. Still need to add details, enjoy. WIP1 [ame=" http://www.youtube.com/watch?v=G8evTH2mwRY&list=UUpW6R-a1sT8YF9YPUGADhmg"]Asura - GuildWars2 fanart - Speed sculpt - YouTube[/ame] Update#2 WIP2 Working some hardsurface in the back of the Asura.
I know this probably has been asked tens of thousands of times, but what do you guys think? If I want to model hardsurface sci-fi characters and do great environments, what do you think is better?
Great Looks like you got it under control😀 Just in case,.... the thread: 3ds Max/Zbrush: Proboolean + Dynamesh hardsurface workflow tutorial isn't from me. The method is from Amsterdam Hilton Hotel, a polycount member.