Hi, I am a 3d artist with over 6 years of experience with hardsurface modelling. I am available for 3d modelling work. Please have a look at my portfolio: http://alamgir-titan.wix.com/portfolio. My rates are reasonable. Please contact me at alamgir_titan@yahoo.com. Regards, Alamgir
I'm primary a 3dmax user, but I've been using Modo recently and found the Action centre, Element to be invaluable when creating complex hardsurfaces. Is there any script or method I'm missing , for 3dsmax, that would allow me to quickly select subobject elements and then tranform them using another subobjects alignment?…
Hello, my Name Is Evgeniy, my specialization is hardsurface modeling props/weapons. I use programs: * Blender3D * Zbrush * xNormal * Photoshop * Substance Painter * Marvelous Designer * UVLayout * Marmoset Toolbag 3 I'm looking for some freelance work. My portfolio on ARTSTATION Email: evgeniy.ilnitskiy.3d@gmail.com Some…
Hi , I am trying for first time approaching the hardsurface modeling throught subobj division and so applying creaseset and then opensubdiv, the difficulties I am finding is when I met triangles and how to solve them to keep an all quad subdivision ... How do you do ? and what of this solution is it correct or wrong?…
Bluueehh... Time to put this guy away. Doodled a little more on this dude, but I'm seriously disliking hardsurface sculpting in zbrush. Takes too long, never get perfect straight lines or round circles and just all round messy. Back to aliens/monsters/demons/ for me :D
hey fuzzio, I totally know where you are coming from, I have been chipping away with hardsurface in Zb and it is a bit overwhelming @ first to say the least. I find the reward in the end is getting add wear and tear to all your hard earned shapes, keep with it!
this^ Booleans offer a great way of quickly blocking out Hardsurface shapes. You can block a complex shape really fast with a few primitives and ProBoolean. I use them and extruded splines a hell of a lot to block my models. This is just a load of ProBooleans cleaned up and turbosmoothed
Working on the boot a bit. If anyone could give me some hardsurface tips that'd be great. I'm working with masks to get the nice hard edges but its looking way too sloppy for my taste. [img]http://www.lastlinecreations.com/WIP/9-18-10 - BootSculpt.png[/img]
Think ill jump in with the hardsurface category, did a quick breakdown of what can be duplicated to save time, and give a consideration of what the back could be, never really done much concept breakdowns like this, is this the right way to go about it or is their other things that should be accounted for as well at this…
Such beautiful concepts! Despite loving both hardsurface and hand painted environments, I am gonna go with the hand painted one, love it so much! Plus, that way I will learn more about hand painted textures :) i will try to use maya for modeling for the first time.