Since the last few releases and especially the latest release of 3dsmax 2018 I am not so sure about the future of 3dsmax. What are the best alternative 3d packages for non-destructive modeling (Characters and Hardsurface)? In 3ds Max I work with the modifier stack a lot. Will Modo or Maya implement a stack based modeling…
Hey guys, real quick and easy question. When baking out normals, are you suppose to have no smoothing groups, organized smoothing groups or everything set on 1 smoothing group? My teacher told me no smoothing groups at all but when i bake it out it looks like shit and im basically loosing all smoothness from my highpoly.…
Current progress : -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Hi Guys, I started to work on a Dwarf Slayer from Warhammer universe during my spare time. Here is the…
Hi there, My name is Patrick Walsh, I specialize in weapon modelling and texturing but I am equally comfortable with all hardsurface modeling such as vehicles and level props etc as well as organic modelling. I have worked on upcoming titles for iPhone and XBLA. I also have a good deal of experience with Unity. My rates…
So the main feedback I received at GDC was my facial anatomy needs work. So I'm going to continue to practice on them, while working on some more hardsurface work for my portfolio. Here is the first study it was just a quick sculpt trying to capture likeness. I didn't really want to waste a ton of time on the hair since…
Hello fellow Polycounters I have a question regarding workflow for High-Poly. I work in Maya. For my hardsurface models (i.e. a revolver) I use SubDivision by inserting edge loops to get to my high poly and those smooth edges. It can be a pain sometimes though. Is this still the common workflow for studios? Or what's the…
Intermediate to Advanced: Dynamic Hard Surface Design in Zbrush Learn onhttps://www.wingfox.com/c/8817_2670_22513 What can I benefit the most from the tutorial? Or solve any problems? You will get a deep look into my process and see every trick and workflow that I use to create complex hard surface designs. Covering: All…
I wish someone could teach me,but i don't have a single buck to pay,and my family really doesn't like the whole gaming development idea that much...I'm skilled as a hardsurface modeler,and have read some anatomy(not finished yet)...the sure thing is that i am quite passionate about this and believe in myself,i guess i…
Spine and tail segment blockouts Today I've been doing some hardsurface dynameshing. Made a concept for the tail segment. Wanted to keep the silhouette as basic as possible for tri count considerations. I also did the same the neck, however allowed for more complex shapes. Started using the live boolen feature in 4r8, such…
Sandu, while looking at your work I was incredibly impressed by the cleanliness of your meshes and the presentation. Would you say NVil directly attributed to the results or would you say it's your own experience. Of-course I don't mean whether it's a one-click wonder program, but does it offer tools that are better than…