Well ... this is precisely why this kind of "stylized scifi" stuff is just much more approapriate to build as a subdiv model rather than in strict CAD. This type of models/designs are filled with such impossible transitions like what you have here ; and as matter of fact finding ways to handle them is a big part of the job…
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Hi guys, I decide to start another project to keep practicing on hardsurface stuff on 3ds,so i decide to model my pc case,starting from the screw :) Actualy the low poly of this screw is 6000 poly,i feel comfortable working with a lot of geometry lol,hope that my pc can handle all the stuff :)
Hello folks, I started a new project because I want to train my hardsurface skills and the hole process of creating a character to get better! This is the awesome concept that I use. ( not mine ) I want to realize it a bit more realistic than in the concept. :) Here are one of my first WIP C&C are always welcome!
Oh shit! :D I finished the space-suit! Modelled the hardsurface and tech stuff in Maya, sculpted the cloth in zBrush, and textured in Substance Painter (plus some tileables made in Photoshop). 4 texture sets, all at 4K. 2 for tech/cloth on and around the helmet, another 2 for the body and gear.
Almost finished with sculpting and highpoly detail. Did some work on legs and missing parts. And now I back to the Blender. Give some love for Hardsurface parts. Pelvis now is more correct. And did some extra frame support for back armor. You can rotate it here. https://skfb.ly/6LExw
Was kindly referred too by a friend, since my technical lighting knowledge as a hardsurface modeller is less than stellar, well non existent really... : / Digital Lighting & Rendering: Third Edition by Jeremy Birn ...and some top picks by Scott Eaton, an artistic idol of mine. Anatomy Books – Reviews and Recommendations
Hi @harryroy58 , Thanks so much for the kind compliment. I mostly used zbrush to block in the forms and did some retopology to recreate the hardsurface details. Brought it into keyshot and finished off by applying the materials. I recorded my process and if you click on the link you shoul dbe able to find it.
yes my workflow requires that the meshes may be open. proboolean works just 20% of the time. Anyhow.. how are others creating the lowpoly for some hardsurface sifi stuff? I can't think of any faster solution as I'm doing it right now.. but maybe I'm just missing a cool technique
I like what you have so far! Any chance we could get some wireframes? I'm trying to learn hardsurface modeling right now and working on a simple Glock. I would like to see how you did some of your edge work! *Staying tuned!*