Konras, looks like pretty cool hardsurface work to me, I like everything except the hands, they just look a little bit too much like an 80s tv program robot would have hehe
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.
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.
Hey Polycount, here is an AR15 Rifle I am currently working on to improve my Hardsurface skills. I just rendered the current version and it would be great to get your feedback on the result: Thanks in advance! Sebastian
I'll be keeping this as a journal. First I'll be putting up a plethora of old works just to have them here as comparison for new content. Here are some old hardsurface works.