3ds Max/Zbrush: Proboolean + Dynamesh hardsurface workflow tutorial Not sure exactly what you are after but the above polycount link was an eyeopener for me. If you don't want to go CAD then there will be accuracy issues as polys will always be an approximate. I think the above link was of interest to most people here…
My vote goes to zbrush. Spend the few minutes required to get the hang of how zbrush works (mainly just learn the difference between the tool and the document, how zbrush treats materials), and you're left with a beast of a program that is easy, powerful, and has a fair amount of customizability. It certainly doesn't feel…
Seeing as it's technically 2 vertices along a UV seam, that might have something to do with it? Didn't think of the aliasing issue at all actually. Straightening the edges at the cost of distortion is an interesting concept. And choosing sides to bevel to reduce islands... So much to learn :smiley: I've only been baking…
I think its a good idea to know both. Companies tend to hire "jack of all trades" people. If you know some character modelling, some enviorment hardsurface stuff and texturing and some code thats the most attractive people to hire. But sure if you have specialized on characters that will deffinatly show in your portfolio…
Very nice work! Only thing I would crit is I notice on your hardsurface stuff very sharp edges on everything. There really isn't the kind of subtle bevel in your highpoly that I would expect from real world materials. I think this especially hurts when baking, because normals always come out better with even more…
Uhh, you said you spend 1 year focusing on hard surface modelling, but you didnt know basic stuff like uv straighening and hard edges, meanwhile 1 beginner tutorial explaines most of the stuff you need for hardsurface modelling and you still think "I know how to all of those things". Everyone knows how to model a knife…
hey, you should definetly not sculpt anything that is cast metal. the only exception is some final alpha projection for the reliefs. but you might aswell do that straight in photoshop or whereever. if you compare your result to something done the proper way, like this one you can see the difference in quality is quite…
I mean, you often want to optimize the final mesh after going through zbrush, especially for specific hardsurface workflows. So to say that the game mesh and sculpting mesh are one and the same is not necessarily true. As for uvs on a high poly, there have been a number of instances where I've needed exactly that.…
some sweet sub-d modelling there LS, nj! I think the seat cushions could use some extra attention, they look a bit too stiff/rigid atm. Try go more organic on them as i think it would break it up real nice form all the hardsurface stuff. Something like this maybe: http://www.willys-mb.co.uk/images/pics/jeep-cat.jpg Note:…
Hey guys... I am trying to build a portfolio to break into the industry. I have some assets and evironment stuff from old days but I would like to just trash them and make some new arts.. My question is how many art pieces(assets and scences) are considered "Good Enough" quantitywise.. I know it is always the quality, not…