Subd polygonal modelling (hardsurface) - I focused for years on optimising edgeflow and topology design for my hi-res meshes, which is essential when portraying complex mechanical objects.
ZBrush + Topogun solves 99% of my problems, hardsurface? just toss in max or maya for another minute after topo'ing. obviously depends on the specific prop but I love this workflow.
Hi there i am a hardsurface 3d artist seeking for paid work.. i can do weapons and props contact- kshubham331@gmail.com portfolio- http://shubhamkumarportfolio.weebly.com/ portfolio is WIP
Google and Youtube have many information about it. Not necessary pistols exactly. Just see some tut's about hardsurface modeing. Then about map's baking, texturing, game engines...
Rick_D: Is that a normal workflow for hardsurface stuff? IT seems like it would create alot of problems with your UV map if you had to remove those edges after you baked.
That does look amazing. They have that really cool spaceship hardsurface video a bit further down; I wonder if the auto-retopo works with something that... That would really interest me.
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
Here's a project I worked on over febuary! https://www.artstation.com/artwork/xzGn4E It was alot of fun to work on some stuff I hadn't touched for a while like hardsurface modeling etc. I hope you like it!
New face sculpt is very nice. Feels much more like Overwatch. If you can, add MOAR "hardsurface" stuff in there. Knee pads, elbow guards, gauntlets, shoulder pads, greaves, belts, etc, pick one or two :)