This is the first step to a true next-gen pipeline for hardsurface (organic stuff has had it for years). Now some sort of smart, easy retopo tool would be next. I don't know much about the existing solutions for organics (like Z-remesher), but how well do they work for hard-surface ?
Thanks :) At the moment i'm doing some pretty Basic Stuff like Modeling a M4 to learn detailed HardSurface Modeling. I've loaded almost every Tutorial on Blendercookie and working my way through it :) Hard Stuff sometimes, but it is coming along nicely :) The Modeling issn't my greatest fear, it is the Texturing xD
Agree with @pior So essentially I'd suggest saving your money for rent and bandwidth via self teaching yourself online rather than a conventional 'College' environment where most of the syllabus 'taught' can actually be learnt for free. Background: worked with Blender for 13yrs as a hobbyist and semi-pro Hardsurface…
@norbyscook Thanks! I'm using a 3DS Max -> zBrush workflow. A lot more detail on it here: https://polycount.com/discussion/168610/3ds-max-zbrush-proboolean-dynamesh-hardsurface-workflow-tutorial/p1 I also wrote a couple Artstation blog posts about the process: https://www.artstation.com/alexhallenbeck/blog
well go for a hardsurface look, something scifi or dieselpunk or steampunk will work for sure. you can model all of it, just avoid fabrics. i meqn you could model it for sure but might be very expensive in terms of time. all damage could be done with substance painter, so you avoid sculpting on this.
Exaggerating the highpoly isn't what solved the issue, but jsut gives a nicer result. You'll be able to see the benefits of your normal map bake much further away, rather than exclusively extremely upclose. The unwrapping part is just to follow along this golden rule for baking hardsurface/any asset really:
@Macebo Thank you dude. When i started to blockout, because there wasn`t much details on bottom of the concept i took the liberty to create another design. I have some art boards on pinterest, from there i get my inspirations and i really like hardsurface modeling. Thanks.
Hello, My name is Matt Curtis and I am a 3D artist specializing in characters and high-quality assets. I have experience creating both game-ready and high-poly models, as well as PBR and stylized texturing, and am familiar with common industry workflows. I pride myself on attention to detail and client communication, and…
Hello. Im 3d artist with very wide range of skills. Im looking for distant job at full time. Working with games more than 5 years. Worked with mobile, web and pc games. Familiar with teamwork in international distant team. I like to wark in stylised non-realistic style. Can do models by your concept-arts My skills:…
Hi, I am determined to be persistent on this forum. My plan is to showcase my entire journey of becoming a 3D sculptor specializing in human anatomy and hardsurface modeling for mechs. My main goal is to become a well-rounded artist, capable of not only creating character models but also infusing them with life, whether it…