Just a teeny difference of preference in core hardsurface modelling app coupled with aesthetic genre. Basically a gift too self, really. Namely Tim Bergholz's yummy Mech (Complete Edition) series, practically a steal at USD$39 :D https://gumroad.com/timb
Applied for 6 weeks leave away from my bill paying job and most likely spending alot of it trying too breath life back into my 'never ending' dormant hardsurface WIP...sad! I know but nonetheless hellovalot more fun :)
It's great for background stuff and can work individually within instances. But it will still break normals on hardsurface types either way. It has good edge detection tho and lots of sliders heh, which is more advanced than most optimizers we've tried atleast.
Try whichever method works best on whichever model. Some hardsurface models have more organic curves etc. that might be best with the second method. The first method is guaranteed to get you in the ballpark, since the points started in the same location before subd
what do you mean by this? As for screenshot what in particular ? Here is the thread . http://polycount.com/discussion/169587/spaceship-hardsurface-subdivision-polymodeling-learning-and-help#latest and here a related question http://polycount.com/discussion/173606/answered-high-poly-workflow#latest
If you need some Ideas for the upcoming ;) HardSurface Bust Tutorial :D just go to Artstation and type in "Mecha" There are some great Robots. I like these a lot: https://www.artstation.com/artwork/6Bdax https://www.artstation.com/artwork/JbxVZ https://www.artstation.com/artwork/DdewO
What scale is this? i looks like its table top size to me, It looks more like a hard surface modeling exercise than an actual working model. The hardsurface modeling is really nice but i dont think it works as an anti air battery.
BATTLE CRAWLER O1. Any comments will be appreciated. BATTLE CRAWLER "Your Bro In The Battlefield" is my first post here in Polucount. I love designing mechs and hardsurface stuff in my free time and my daily job is as Art Director / Designer / Founder @ Artnroll Games Thank you very much.…
Hi there. Started new work recently, using this concept https://www.artstation.com/artwork/6ZaNr. I will post some process. My goals are/were : 1. Solid realtime piece to my portfolio (or at least trying to do one) 2. Practicing subd, while combining with other hardsurface methods. 3. Practice 4. PRACTICE Advices and…
Based upon U.S special forces/soldiers however I may modify it for use in a HL2 mod set in russia. General crits would be nice. Was wondering if anyone knew how I should do the boots? When I just sculpt them they look flimsy and weak and when I just do hardsurface they look robotic/futuristic. Thanks :)