I consider a hardsurface modeler/texturer to be basically the same as a Prop Artist. If I was looking for one I would evaluate using all the same criteria as Environment Artist, except for the bits about constructing a whole scene.
Thanks much Popol!! I haven't tried using Shadowbox yet, gotta learn it soon :) I was doing hardsurface import from Maya so far, so the armors don't match the body so well.
A sphere is heading in the right direction. HardSurface modeling; how comfortable are you with Max modeling tools, and how knowledgeable are you at loops etc, maybe the project is too large to tackle if you want accurate, nice results ?
I mean, the nature of your approach should allow this to work on many hardsurface models out of the box, but fair enough, it's not the focus right now. I did find this. http://peterwonka.net/Publications/pdfs/2014.TOG.Chihan.QuadExploration.final.pdf
Techno skull.. one face in progress for a ut3 pack, remaking/updating "The Corrupt". This one is headed for the MSU contest once the rest of it is done. Re-learning hardsurface sub-d workflow. So far so good.
Hi all, I been working on Alien Landscape scene with some hardsurface stuff and some sequencer stuff too. I'm curious what you guys think. Hope to hear from you all about the project. https://vimeo.com/177912573
Also had this personal piece on the side, fan art of Gaul the Ape King, I really want to get into hard surface sculpting on characters such as armour, Looking forward to the fur and learning to do hardsurface in Zbrush, it's been at the block out phase for too long, crit welcome
i'am really only doing hardsurface stuff, but i gave it a try some time ago first human & first sculpt in one go as you would say sry for the quality, had to go way down with the quality because of filesize =( i might get used to it
Started to create a character based on the last head. Mostly testing hardsurface-ish objects in zrbush. Blobby dynamesh blockout for now, planning to do a clean retopo for further detailing later. Not to sure if I will actually finish the character, for now it's more of a testing scene for different techniques.
Zbrush is for sculpting highpoly (organic, mostly) meshes. 3D max is more appropriate for lowpoly, or hardsurface highpoly. I'd say Max or Maya are more essential for game art than Zbrush is, so yeah get it. I think if you're a student you can use it for free.