Hi everyone, I've been learning modelling for about half a year now, but I am still confused about workflow for game-ready hard surface modelling. I have seen different workflows like: 1) Perfect quad (low-poly) -> SubD (high-poly) -> bake (game-ready) 2) Boolean, quad, etc. (block-out) -> fixing & SubD / dynamesh /…
Hi, Fusion360 -blender(?) I wana adopt this workflow. Many studios are using this workflow already and its actually going to save me a ton of time going further. Im talking about guns made in CAD. I have never done any retopo in my life and im willing to learn any software that does it the best. I work in blender btw but…
Job Description Hard Surface Character Artist Visual Purple is looking Hard Surface Character Artist, who is adept at creating complex robotic and hard surface characters for Unreal Engine 4/Games. The ideal candidate would have experience working with the Unreal Engine 4 and expert level proficiency in Maya or Modo. The…
Hey, we're looking for a senior artist with hard surface/technical expertise to join our cool team here in Guildford. Responsibilities: Build high and low poly assets using the latest modelling techniques. Create realistic texture maps and materials. Work accurately from concept art. Design assets when concept art is not…
Like passerby said, don't give up on this. You can only really learn and understand what needs to happen in any given low poly topology to get nice clean textures and bakes if you mess it up and fix it. Go through the polycount finished pieces, and take a look at guns or any other hard surface and their topology. You've…
lol, i really dont care about it mathemetically being is perfect center. i usually get it looking good eyeballing whether it is hard surface or organic and thats all that matters. you say my method is less freedom, how so ? it was a simple topology edit, not much to it really. now, if i was doing something scientific with…
I would suggest you do a complete retopology for characters, instead of just trying to delete extra edge loops. That tactic works great for hard surface retopology but for characters I would redo the entire topology from scratch. It should give you cleaner results as well. Here's a tutorial on how you could do that using…
Thanks guys for your comments and critics ! To be honest, it was a pain to bake all of this, it was my first hard surface/ organic modeling with textures xD @BARDLER : You're totally right about the polycount :) Skiffy: Well, i don't have any answers for your question, maybe i don't have enough experience to have a good…
VdbRemesh VdbRemesh is a C++ based Multi-threaded, openvdb based remeshing modifier plugin for 3dsMax. It comes with a procedural filter stack that has 10 filters ready to be applied in any order. Since it is a volume based modifier, it works much different than the traditional surface modifiers. Since it is a procedural…
Heh, I actually bought Hard Surface #1 already, the skullface robot guy is the direct result of me trying to follow along. And Fnitrox that was very helpful, yes! I think it's a sort of quandary of asking for art-help; I want help with the media, a direction so I can practice. Your comment re: topology is the stuff I…