Hi Everyone, New 3D project since long time in my Artstation. Even though I create a lot of modeling for my project I don't post any. Here is a small project to keep the basics sculpting and retopology. Idea Sculpt in Zbrush and clean for good hardsurface, after that retopology in Zbrush (with ZSphere) and UV in 3D'sMax,…
Right now I try myself on Zbrush or Sculpting Itself. I'm more a hardsurface moddeler so that im right now not really used to it and this is my first char made with sculpting hope you can give me some critiques about it ^^. I have to say, the Zsphere really helped me to fast create the base skeleton for fast start :) well…
Hey Polycount, I am Prassy, a recent graduate as an 3D Artist. I love hardsurface modeling. I am fairly new to Polycount. I would love to receive some feedback on my recent work. This was my second pass from an old project. I have improved a bit from the previous version, but I am still not 100% satisfied. I feel something…
Hi! Hard edges, soft edges? Best read up here: Making sense of hard edges, uvs, normal maps and vertex counts Wiki contains more info generally. Smooth shading works as well, but because of the gradients in shading the normal map has to compensate more (gradients in the normal map). If the lowpoly is smooth shaded and is…
i really don't see the problem with using this for film, or even rigging it. The basemesh looks fine, rigging is easy because its 90%+ just hard linked stuff. making a lowpoly and baking displacement maps for a hardsurface object is highly unlikely to happen in film, at least the productions i know. This will go straight…
Hardsurface models tend not to respond well to detail textures, the pattern is too repetitive, too uniform. Natural surfaces seem to work better for this. Try it out and see! Experience is often the best teacher. Relying on others seems like a good way to avoid seemingly dead ends, but you miss out on all the "extras" you…
Adjusted the face a little bit. Worked on the first blockout for the upper body and did some work on the hardsurface props like the swords and daggers. Trying to find out how the shapes of the concept work. Since this will be a game-ready character I tried to go for alternative sleeves that might be easier to rig /…
i went from character artists (I never was that good to begin with) to environment and then back to characters and tech-art. It's never too late to switch. Plus I still keep hearing how Zbrush is super awesome and in high demand for env artists. All the new hardsurface workflows and detailing techniques are still something…
Honestly, I think your low poly doesn't look too bad. I know what you mean when you feel like your high poly is a bit smushy (the nature of trying to get hardsurface with zbrush brushes...), but the bake actually cleared up a lot of it. I think the addition of material detail would do so even further, so I wouldn't worry…
the thing is how clean should it be..? as clean as you need it... if you need the asset only for baking... its faster to do the final cleaning pass in Ps.... if you model a hardsurface asset for rendering and its only 200 pixel big on the final image it dont have to be that clean... if the asset is getting damaged and full…