Personally I think Displacement Mapping is going to be most useful for organics, characters, rocks, environment stuff like damaged buildings or rocky roads. For hard surface props like weapons, items etc I don't really think its as useful. You need to have really accurate shapes for hard surface work while organic work is…
usually with complex shape like this i need to split it into phases otherwise my brain gets too tired. So first i only focus on getting the shape, then afterwards i focus on cleaning up the topology and optimizing. So for this i probably just work dirty using booleans to rough in the basic shape, then use that model as a…
I do a lot of hard surface modeling, and some of the models that people are putting out of Fusion look incredible, and they put them out in a tenth of the time it takes me to make something like it in 3DS Max. The only problem is, the topology is worthless as a game mesh, which are the types of assets I mainly design. Is…
Hi polycounters! Here I want to open the topic where we could discuss how it's possible to design complex spaceships, where to start and where we can find some inspirations? Also, It will be cool to know some tips from artists who already had experience in designing spaceships and other complex hard surface stuff. It's not…
Racer, you really should check out the eat3d hard surface 2 DVD. Their method is good because you pretty much have all the controll you need over edge obesity since you usually start by concepting and blocking out the mesh with dirty/ugly hard surface brushes and dynamesh booleans, then you retopo it right inside of…
Yeah your hard surface stuff definitely looks wonky. As I said, your bevels are too smooth to look like metal. Also you have plenty of smoothing issues where things either become too rounded from lack of topology or where you get warping and soft transition between pieces that are part of the same mesh. When you do hard…
Hi Its my first time modeling a hard surface character in Zbrush, and I am really confused, I will be really greatfull if someone will shed some light on the topic. My issues are : 1. How will you rejoin all the subtools with details on them together to create a single low poly mesh for games.(my hard poly mesh has way too…
Link of all items > https://www.artstation.com/artwork/mqxDNZ At the start of quarantine, I decided to accept Polycounts hard surface modelling challenge -- https://polycount.com/discussion/129938/week-8-the-weekly-hard-surface-challenge. The objective of this challange was learn Blender and topology. The original…
So i'm trying to model some embedded screws into a cylinder, and it's turning out to be an ordeal because working on a curved surface is sort of beyond me. The topology gets screwed and it shows up when you subdivide. Should I look into hard ops, or is there another tool within blender that would make this easier?
^ I work like that for exactly the same reasons. It's totally applicable to hard surface work. I do a lot of scaffolding as well - eg. I'll make a mesh purely so i can use it as a guide for another mesh or to generate splines I can loft with. The main thing is to get the shape - you can worry about 'proper' topology and…