Think ill jump in with the hardsurface category, did a quick breakdown of what can be duplicated to save time, and give a consideration of what the back could be, never really done much concept breakdowns like this, is this the right way to go about it or is their other things that should be accounted for as well at this…
I've updated this thread with my final Marmoset Toolbag 2 Renders. Greyed out the background so viewers can focus on the hardsurface objects. Also scaled down the UE4 Render sizes so they weren't so obnoxious to maximize. You can view my portfolio at www.kevinduongart.com
Cool weapon! It will be awesome if could be modded on Fallout 4 hahaha Are you really making this all on zbrush? Man, I always find it hardsurface a pain to make on zbrush, if you could share a bit of your workflow would be great.
thank you Kevin! thanks for taking the time to write about and upload all those images. really great stuff! It's awesome to see inside your head and your workflow. this makes me want to do some hardsurface modeling
Thanks @splicer the helmet was hard to do, first time using the zmodeler for a complete hardsurface model. I will make a second version with your feedback, see if I keep almost the same amount of polys and with better details. Thanks :smiley:
thought i'd add a bit of progress ive made to the interior of the craft, if anyone is still interested in concepting an exterior, this is what its begining to look like on the inside. A bit stargate .. Egyptian architecture and sci fi hardsurface normals and stuff..
I did, but me asking the question, I could be wrong. So I decided to post it here incase anybody could prove me wrong. And I am talking about hardsurface, yes. For organic of course this wouldn't work.
Wonder how I will texture her... Polypaint or dDO... Her gauntlets are now hardsurface stuff. Cleaned up her skirt, and added more jawlines and cheeks to her face. Messed up her leggings, will remake em later.
hey Polycount! this is my latest personal project: Spec Ops cat! i did it to get out of my comfort zone (which is mostly medieval-fantasy themed). It was a challenge to wrap my head around hardsurface design principles, but the end result was worth the effort.
Hey counters, I'm starting on a new environment piece based on a fantastic concept created for Halo 4. This will be my first project done in Modo and I'm hoping to hone my hardsurface skills and modular environment creation. So... here goes! (had trouble with the vertical :poly127:)