a lot of the robot/hardsurface looks a lot like halo sure but there's a lot more variety in the environments I feel like. I'm really excited about the concept of the game itself... can't wait to play it.
What I learned for hardsurface, is that you need to slip the uvs every 90º and I found that the marmoset is the best one for baking, you can paint skew on the mesh that might solve those errors
I kind of like the very first concept, with a scifi theme. But, it just doesn't have enough going for it, to warrant a reproduction. Would love to see more hardsurface scifi themed environment concepts though!
Always loved your hardsurface work, great job dude! Something about the materials on the pay phone stick out to me, in a good way. All the bevels are a really good scale and read well.
Gotta be honest, apart from novelty value and easier to design, it still looks like a blobby car done in zbrush. I'd just redo it with the regular hardsurface methods once you've established the shapes...
Hello my name is Petr Švenda im residing in Czech Republic and im looking for freelance or remote work. Mainly focusing on hardsurface staticmesh props. Currently doing models in Blender, texturing in Substance Painter Contact: petrsvenda3d@gmail.com Portfolio: https://petrsvenda.artstation.com/
Hello! Idea took from my concept of Rabbit Girl I did this project for my pleasure That only highpoly and polypaint and few hardsurface and rendering ) Enjoy ) Concept https://www.artstation.com/artwork/lV1lGa More render Picture there https://www.artstation.com/artwork/VdNZ1R
No links to tutorials, but there is a link here on polycount that will help you create your model and the details through using booleans. In anycase its a darn interesting thread: https://polycount.com/discussion/168610/3ds-max-zbrush-proboolean-dynamesh-hardsurface-workflow-tutorial/p1
Been working on refining some hardsurface elements on the sculpt and trying to figure out what his undersuit should look like! Vest, belt and straps are placeholders. Quickly thrown into Zbrush to see how it looks:
@hansolocambo, what's your workflow for hardsurface? low poly then and dynamesh to smooth it? im trying to get into zbrush, but so far looks so much easier for me to make the basic shapes on a regular polymodeling program.