I like your hardsurface surface stuff but your characters needs more work on the anatomy and proportions. I think it actually level down your portfolio, I'd personally think about removing them.
Thanks! Share it if you think it's useful. My main purpose with it to make it easier to use already great softwares/techniques/workflows. For exapmle: http://polycount.com/discussion/168610/proboolean-dynamesh-hardsurface-workflow-tutorial
Hi, my name is Alessandro, I am a character and HardSurface artist. I'm looking for a freelance or full time job. I work on the gameindustry from 5 years. Portfolio: https://www.artstation.com/amanzani linkedin: https://www.linkedin.com/in/alessandro-manzani-05179153 Email: ale.manzani@gmail.com
Hi there, In max I like to use flatten by smoothing group for unwrapping hardsurface models. In a nut shell. It's like telling Maya to split the UV's into UV-shells based on hard / soft edge. Does maya 2017 have this function? Can someone shed some light on this matter?
If you have access to zbrush:https://polycount.com/discussion/168610/3ds-max-zbrush-proboolean-dynamesh-hardsurface-workflow-tutorial/p1 For these kind of questions you can best post in: https://polycount.com/categories/technical-talk
Great Looks like you got it under control😀 Just in case,.... the thread: 3ds Max/Zbrush: Proboolean + Dynamesh hardsurface workflow tutorial isn't from me. The method is from Amsterdam Hilton Hotel, a polycount member.
looks fantastic. I'm pretty curious how well it would work for hardsurface panels - to maintain proper planar polys without effing up the adjacent panels. I always wonder how people do that when Make Planar makes a mess of things O_o
Awesome job man, very cool to see the timelapse! I would love to see the hardsurface work real time. It just moves too quickly to really understand what you are doing there. Also, I would love to see the polypainting too, :) thanks for sharing!
Agree with Oniram, if you've built your HP reasonably clean, just duplicate the mesh and start deleting and collapsing edges. Something hardsurface like this with straight edges and cylinders isn't going to do so well if you're manually re-topoing by placing new verts.
Oh man, first post from Tor Frick himself! Huge fan of your work. You are a huge inspiration for me when it comes to hardsurface stuff. Keep cranking all that amazing Modo goodness, and don't forget to stream again. (loved that sick techno.)