You could also try the floating panels trick. by Ralphie 'boyluya' Agenar. From the thread Firefall - Hard surface Art Dump More on our wiki here http://wiki.polycount.com/wiki/Subdivision_Surface_Modeling#Hard_Surfaces
Hi This is my first thread here at Polycount, been lurking around for a few months now. Alot of great artists here and i see that people can get good feedback on their work. Ive been doing 3d for almost four years now. Three of the years ive been working in my own firm cofounded by a friend i met at school. We have created…
So my second year has just stated and I've been given a ton of work to do in the first week. The project I have been working on so far is the hardsurface modeling. I'm going to be posting up as much work as I can. Please leave feedback, it'll really help out in my development. I've pick a corner with in the world of Jak…
Nice tutorial boyluya! I added it to the wiki, hope that's OK. http://wiki.polycount.net/SubdivisionSurfaceModeling#Hard_Surfaces Great stuff seforin! Looking forward to seeing Millenia's work too.
Hy there everyone, i am sorry to post another normal map thread. But as the situation is i have some real problems with them. So here is the case, at realy simple objects normal mapping goes fine, and same when i helping out with organic stuff. But i am more of a hardsurface guy, and have mostly done weapons for normal…
Hi All, Lurked around this forum for a long time, finally plucking up the courage to post something I'm happy with! This is my first (almost) finished full Zbrush sculpt. I started this a long time ago with the intention of learning ZBrush - getting to grips with hard surface and organic stuff at the same time..I recently…
@ModBlue "I think this would change the workflow to something like we see in Zbrush. Texturing for example would involve a lot more vertex painting because it takes advantage of the high vertex count and for areas where vertex painting just can't do the trick, texture painting could still be used." By all means, try it -…
If you're only interested in getting nice bevels in your high poly for baking to your low without edgeloops, you might consider checking out this thread: http://polycount.com/discussion/168610/proboolean-dynamesh-hardsurface-workflow-tutorial/p3 Once I started using dynamesh and polish, edge loops and sub-d's became…
Hate to break it to ya man, but I'll tell ya straight up, you won't get anywhere with that portfolio, even entry level. Sorry bud, just being honest. Spend any time you have modeling/texturing. Don't complete whole scenes, that will come later.....just make a few kick ass high poly sculpts. Some low poly hand painted is…
This. Even though I've worked semi professionally (CG pre-vis, plus a bit of game res) and over many years have specialised in mechanical hardsurface modelling however despite an accrued competency there's still plenty yet left too learn, so pro authored workflows specifically either via Gumroad, Udemy or 3DMotive are…