google "hardsurface modelling tutorial" returned this http://www.3dtotal.com/tutorial/3d_studio_max/hard_surface_essentials/hard_surface_01.php and you also have this right here on polycount tech talk, http://www.polycount.com/forum/showthread.php?t=56014
What I have asked myself for quite some time now, would something like realtime sub-d hardsurface stuff with control loops work or does that conflict with the recalculate normals stuff mentioned earlier?
How do you guys have this set up? When I tried this with hardsurface modeling, vertex selections were a nightmare. Also doesn't your hand/fingers cramp up or get sore with long use?
Awesome hardsurface modeling man. I agree with some of the other comments, you should really add more detail on the head...or more so under the head. Other then that you should be proud, this is top notch stuff.
Mammut Tank Head Redeploy #hardsurface #mech #weaponized I revisit the model, fix the low/high poly, proper (sort of) Uv, bake and texture in subtance and render in Marmoset
This is some dope hardsurface modeling but I think some of your edges might be too sharp. Especially in the upper body area. Makes it lose some of its ellegance.
For a polygonal hardsurface (mechanical) high frequency mesh object and/or shape, applying a sub-surface modifier at level 2 with shading set too smooth seems to be sufficient IMO.
I work with a few Zbrush hardsurface wizards. Totally a viable route. These are the dudes: http://www.marcoplouffe.com http://drawcrowd.com/fred2303/projects http://cedricseaut.prosite.com All done in zbrush.
not a huge fan of sculpting I got by with traditional polymodelling for a while now. But a large amount of artists seem to use zbrush for hardsurface modelling But then I came across this post So... is it really a necessary skill or is it just fluff?
Hello all! I'm modeling and texturing a CAT 345D Excavator here is my WIP. I tend to do much more organic models in zbrush. So I'm going to attempt to do this entirely hardsurface model in max. Here is my progression!