I like what you have so far! Any chance we could get some wireframes? I'm trying to learn hardsurface modeling right now and working on a simple Glock. I would like to see how you did some of your edge work! *Staying tuned!*
yes my workflow requires that the meshes may be open. proboolean works just 20% of the time. Anyhow.. how are others creating the lowpoly for some hardsurface sifi stuff? I can't think of any faster solution as I'm doing it right now.. but maybe I'm just missing a cool technique
Decided to participate this month, despite not having max up and running at the moment, this should be a highly interesting challenge. Heres my quick blockout, I want to get all the big defining shapes in before I start in with the accessories (also a bit afraid of hardsurface zbrushing, any tips would be awesome).
Was kindly referred too by a friend, since my technical lighting knowledge as a hardsurface modeller is less than stellar, well non existent really... : / Digital Lighting & Rendering: Third Edition by Jeremy Birn ...and some top picks by Scott Eaton, an artistic idol of mine. Anatomy Books – Reviews and Recommendations
Almost finished with sculpting and highpoly detail. Did some work on legs and missing parts. And now I back to the Blender. Give some love for Hardsurface parts. Pelvis now is more correct. And did some extra frame support for back armor. You can rotate it here. https://skfb.ly/6LExw
Hi @harryroy58 , Thanks so much for the kind compliment. I mostly used zbrush to block in the forms and did some retopology to recreate the hardsurface details. Brought it into keyshot and finished off by applying the materials. I recorded my process and if you click on the link you shoul dbe able to find it.
@Eric Chadwick Sorry for the late reply: I do own UVLayout, can you elaborate on the automated workflow it enables? I have always used it for manual unwrapping of delicate hardsurface and organic objects (fancy manual pelts and all that), but I'm not aware of any way to generate full layouts there automatically.
Hmmm CC as a matter of fact these are the tools I personally try to avoid as much as possible when doing hardsurfaces in zbrush!!! First thing : get as much as you can from your basemeshes using the various creasing techniques available. Max has an option to turbosmooth according to smoothing groups. Thats what sebcesoir…
I'm a hardsurface artist but I've been practicing/learning anatomy on the side. It's not actually that hard. When people speak of anatomy, they're referring to modeling characters that are grounded in reality. And even compared to Hardsurface modeling, I feel like the principles that guide Character modeling are…
Hi !! Here is where i am today ! I think i have what i need for the different shapes of head, body and a possible weapon on his arms. Now i will start my favorite step ! DETAILS :D His arms weapons to beat on side with the blade ( Always more blood and brutality <3 ) This is my first time with something like hardsurface…