I like your work and also the simplicity of your portfolio. You seem to have a good all around body of work, some hardsurface modelling, some sculpting etc. Good luck. :)
Ye, that's smoothing errors which you get when doing hardsurface normalmaps. I wrote an article explaining them and possible solutions, hope it helps :) http://www.svartberg.com/tutorials/article_normalmaps/normalmaps.html
The sharp edges should not be a problem. Mudbox can give some nice results for hardsurfaces, but it's not always easy. The control you get from using good ol' max is nice, but it's up to you
Max's quad chamfer versus Maya Poly bevel. I messed around with the settings but I can't get it to work in maya. Any tips or tricks? I will be doing alot of hardsurface in maya. Do you guys use poly-bevels or creases?
https://vimeo.com/262037677 So the Rewind brief is finished! Tomorrow the presentation. In the end I desaturated the walls. It was nice to do a hardsurface character once. I really want to look into it more, because I feel like I just scratched the surface!
https://polycount.com/discussion/168610/3ds-max-zbrush-proboolean-dynamesh-hardsurface-workflow-tutorial/p1 There is probably a super boolean alternative in Maya. This technique is absolutely fabulous when it comes to fillets, holes and all those other pesky modeling details.
I really want to try and join in this month, and some organic stuff would be a nice change from the hardsurface stuff. And after looking at it a second time, there is something about the first one I like, so my vote goes to that one :p
You're gonna want to read this to udnerstand how to integrate Boolean modeling into your high poly modelmaking https://polycount.com/discussion/168610/3ds-max-zbrush-proboolean-dynamesh-hardsurface-workflow-tutorial
I am going to take a crack at the first one as well - whether it's picked or not. I really need to brush up on my hardsurface work for a project I'm doing so this is a perfect way to start.
Low poly done; I know the polycount is high for an object like this. Normally it would have a 256 texture and maybe like 500 tris but this is just hardsurface practise for me :) Fixing the bake tonight