I like your hardsurface but I sadly do not like the face. The proportions are a bit weird and she looks kindof like one of those adult dolls :) It comes across as if you spent way less time on the face than the rest( I might be wrong). That isn't a good thing since the face is the most important part of a character. It is…
hey guys, if every you feel the need to put yourself through retopology in Zbrush and modelling in Cinema 4D, I just made a pretty fun tutorial for hardsurface modelling - specifically a fighter jet. If you want to check it out, here's the link. https://gumroad.com/l/JGyL if not, here are a few of the shots of the plane…
Hi! The new maya ext 2 bevel looks pretty great. I did a quick script that sets the hard edges with 30 degree tolerance, and assigns bevel to hard edges, and the cleans up the occasional N-gons with meshcleanup+triangulate+quadify. The end result is a basic-rough subd model. It's basicly a process from Max, where I usually…
The team at U4iA is looking for a talented environment artist to join us for a six month onsite contract at our studio in Bellevue WA. We are looking for someone who is comfortable with the process of generating high quality textures from a high poly source as well as modular modeling techniques. Hardsurface modeling and…
Lurking around since forever, and I've been doing realistic stuff at work a lot recently so I thought it might be fun to participate. just threw a couple of quick thumbnails for the inhibitor and I'll work from there. I kind of liked the "Q" one so I sculpting a bit in Zbrush, but I realised Riot want more hardsurface for…
If you are incorporating zbrush into a workflow it must mean you are already using Maya, Max, Blender or something similar. If you have access to a contemporary boolean system in a 3d app you can use it in combination with zBrush to create amazing results. This thread shows how: 3ds Max/Zbrush: Proboolean + Dynamesh…
The reason you're struggling, as you'd commented in the subdiv modeling sticky is because like most people new to hardsurface they'll initially see something badass cool then without a second thought to learning the basics: https://www.ebalstudios.com/blog/polygon-modeling-basics or any attempt to first properly blockout…
Now if you're interested in hardsurface and finding the crossover too Max a grind, there's plenty of pro authored paid workflows that'll hand hold the beginner through the entire asset creation process, from blockout to final off/online render, in fact they've been an absolute godsend in terms of my own progression jumping…
what was the purpose to model highpoly ,is it for baking normals, ao maps? If it is yes then ur highpoly need tons of work ...lots and lots of effort need on texture wise too..ur lowpoly polygon distribution also looks uneven....i myself a noob in hardsurface modeling..but just for an idea...i'm posting the link for the…
Wow... Took a bit to go through all of those. A few repeats... but here are some pretty good portfolios that haven't been mentioned. :) 2D/Concept/Traditional http://www.turtleart.net/ http://artofdavidwalker.com/section/121445.html http://www.dorian-iten.com/ http://michallisowski.com/ http://www.scott-eaton.com/…