Custom Pokedex -modeled/ rendered in blender -textured in substance paint This was a lecture i followed by Aniket Rawat to learn more about how texturing in substance paint works and i wanted to try some basic hard surface modelling. I learned how booleans worked in order to get mechanical looking elements. The tutorial…
the term "hard surface modeling" is pretty inaccurate. As you've noticed usually it's used to describe the difference between modeling mechanical items like a car and organic things like a human. however it breaks down when it comes to modeling hard objects with complex surface detail that are not mechanical or soft. For…
Hello everyone, I’m modeling a moka pot to demonstrate my understanding of topology on my portfolio, as one of the recruiters I talked to suggested. However, I have this problem where pinching and shading issues occur whenever I turn on sub-division. Also, t’s hard to get sharp edges near where four surfaces meet. My best…
I'm trying to get all quad topology so that i can use Subdiv to smooth the model and such, below is the picture of the issue im having, since i used a half cap to attach onto the cube i still have those faces they merge into a center point, i want to have a similar insert as before where the beams meet the Cylinder. Is it…
I suggest to check the topology and vertex normals of your model first. Those gradients you see there exist most probably because of vertex normals in corners of any surface supposed to be flat having some random subtle inclination . Ideally you model shading of such hard surface things should show perfectly flat ,…
These are going so quick I added some extra characters. The male centaur is extra, figured i could make a variation pretty quick once I had the horse base mesh to go from. A prehistoric red deer vibe for him. The females face feels a little off, but doing faces takes as much time and energy as the entire rest of the thing,…
Looking to create some videos to be published online featuring some spaceships we have designed. We have a rough concept model for you to assess and draft up a quote for us, and we will pay a comission for each completed project. Each model will need to be recreated with clean topology and textured. The model will likely…
Hey, I'm just about to start modelling my first car for a racing game. Just wondering if there's anything important I should take into account before I start. Presumably since its a hard surface model then perfect topology isn't a massive issue. How does the modelling affect things like reflections? Anyone who has modelled…
General question (for hard surface)... I always had problems with proportions, How the hell people get them right so quickly using few images. I am having a stroke trying to nail it with background side images... Mostly primary shape is the problem, small details arent that hard, can be nailed easily using some…
It looks like you can actually just modify your base mesh with standard modeling techniques to help accommodate the changes you have made in zbrush. Topogun would be good for hard surface objects as well. I would check out some of the various tutorials on the PC wiki http://wiki.polycount.com/CategoryTopology regarding…