hi everyone ! I'm learning to texture hardsurface stuff, and here is some screenshots, from what I've been working on I wanna achive result like the images below. I know I'm missing something, just don't know what it is, so could anyone please point it out for me (Bizon PP-19 by jimficker : DA link : http://fav.me/d6l6onw )
Another character project - go! This time i'm aiming to make a scifi chick based off a sketch i did in PS, very halo inspired after seeing the E3 stuff. Crits on everything and anything are welcomed! I did a block out in zbrush - i'm going to use this as a base to model my hardsurface stuff over, Paintover with hands 'n'…
Hi all! I took the Advanced 3D Modelling trial course from CG Spectrum for two weeks to understand Zbrush, I started from a rock only to end up sculpting Darkseid. I feel I should finish this and make the complete model. I could really use some tips to fix him up and learn some hardsurface sculpting too.
Well I wouldn't mind helping you out, though I'm not sure about how much time I can dedicate. But just shoot me an email (get it from my website or on my profile) with what sort of stuff you want help, we'll see how we go. If it's guns and hardsurface stuff I'm sure i can help you in one way or another :)
Well, when the Textools addon gets ported to 2.80 then I can see it being a serious option. UDIM support badly needed too. I remember the Roadkill standalone from years back. A lot of unwrap tools ended up with some form of that LCSM algorithm at some stage. I've noticed a Blender branch with using the Slim UVs algorithm…
Hello everyone! So I finally started modelling ^_^ I began from revolver. Was my first purely 3ds Max modelling (as well as hardsurface) experience. Did Highpoly, slowpoly and unwrapped this thing. Although may tweak uv's some more. Or just go lazy and don't. I,m gonna try out dDo for this gun) So it's time to go check put…
Thanks for the reply guys. Hashbrownhamish: yes the details are small. but the helmet got an sphere shape. That make's it very difficult to make a floater on top of that in my opinion. Oliveiro: actually i havent been using Zbrush before. but am i wrong when i import the helmet into zbrush and make's it to a dynamesh and…
Oh, not commercial at all. All of the codebase is under MIT. All of the environment art and sounds (which I do) is under public domain. Commissioning is definitely an option and it is the only way I found to get high-poly hardsurface models into the engine. I just wanted to know if there were like-minded artists out there…
Did another quickie this weekend. Been playing a lot of Fall of Cybertron. The game looks good, but the lighting, art direction and the novelty of transformers really kicked my ass. Also, semi-hardsurface box modeling stuffs! Kinda sloppy, but it is 100% zbrush. Done in two short sittings. Not super accurate to any one…
Here is another update with the Retopo, I am going to get all the Hardsurface doen first, so I can can see exactly how much of the base body needs to be modelled, I finished the chest piece (keep in mind I am just going to mirror all this over) started on the helmet. Had some set backs updating maya.