Hey guys, It has been a while since I have done some serious hard surface models, so I figured I should do a few "hardcore" weapons models. No floaters, no nDo for details and what not (well maybe some minor details like scratches/dents and stuff). I started this model a month or so ago and haven't touched it since then.…
Neat looking model and concept also really liking those fat bevels :thumbs up: "...I'm considering keeping them and trying out the Zbrush workflow. Still not sure. Feedback on this would be apreciated. Also, should I avoid a subdiv workflow at this stage, since it can be slower?" Yeah zbrush, I'd say go for it probably add…
Hey all, So I'm trying to teach myself how to make my own waterfall by stumbling through the material editor and the particle system editor. Here's something I have for the mist: As you can see, where those particles intersect the BSP, obvious hard edges can be seen. I followed hournces' tutorial here to the letter:…
I have a "best practices" question about a model I'm working on, and I can get a little obsessive about the optimal workflow. I have a hard surface mech model, in poly block out currently, but it will be sub-d. I've reached the point where I want to start adding support loops and beveling everything to prepare a high poly…
Hello All, My name is Steven Verbeek and I am trying to learn how to properly hand paint textures as seen in games like BLC, WoW, TorchLight, etc. I will be painting one texture a day for a complete month (30 days, may not be consecutive) in my attempt to learn how to do this properly. I will post approx. time of…
Hi, long time follower first time poster. Im currently teaching myself how to sharpen edges on a smoothed hard surface. And up until now Ive been able to figure out all the smoothing 'pinching' with topology adjustments. However I am now trying to bevel an inside (concave) corner of some car body work as in : I read…
We are looking for a talented hard surface 3D artist with an inclination for space to contract that can create realistic and cinematic spaceship assets for our indie game. The game is a single player, space exploration, and combat, rouge-like game, that takes inspiration from some aspects of Eve Online. High fidelity space…
Hi there, I just finished my digital art study at the Games Academy Frankfurt and currently looking for work. My focus lays on Hard Surface Props & Weapons as well as Environments. Due to the nature of my study I was also able to gain some basic knowledge in other areas of expertise like Animation, Rigging, Sculpting,…
Like mentioned above, your portfolio isnt there yet, you only have a couple of very basic models and one untextured sculpt. In your case I would take some time to do a couple tutorials to level up your skill, right now your portfolio is showing that you can only model basic shapes like barrels or a basic knife. There are a…
Project Name: Birth of Death Genre: Adventure/Story/Sci FI Engine: Unreal Engine Art/Style: Stylized/Realistic General Description: Join our growing team! We are working on a new exciting IP and we want to try to implement game mechanics and features the player never seen before in a story game. Project Description: Birth…