Yeah I gotten really good at hard surface, I can model most hard surface props/real life objects (going for a hard surface specialist). I still have room for improvement especially building up my speed/model turn over, currently I am knocking out portfolio pieces so stopped doing the weekly (each piece I am going up in…
I'm working on a table, however I'm trying to make it perfect as far as topology. On the left side is what I started with and on the right is what I've been doing. I keep trying to find info about using triangles on flat planes and most resources say not to, or not to have long thin ones. What are your thoughts on…
Hi, I'm trying to do normal mapping for this simple mesh I have but I couldn't figure this one out. I got the edges right with a cage in xNormal but a few surfaces show these gray boxes. I've searched everywhere and I couldn't find anyone who had this issue. Maybe I'm not searching it right. I've been searching with gray…
If you keep working on characters to improve you'll definitely run into things that will require skill in hard surface, so learn as you go. Do full characters for practice and get better at everything in tandem instead of focusing on just anatomy or just hard surface. If you approach it that way you learn hard surface,…
TrimDynamic, Polish and variants, and Pinch brushes are the core of sharp edges and hard surfaces for me. I especially like Selwy's Pinch Brush (get that here). Generally, you need to be sure you're not going to a high number of polygons too quickly. Even if you're starting to see polygons, you may not need to go to a…
Hello everyone!! This week I’ve been finishing the high-poly model. I then moved on to retopologising the organic parts, whilst leaving the hard-surface parts at mid-poly. I also created the UVs, settling on 6 UVs in the end. And I’ve carried out the first bake tests. I hope you like it!
Greetings to all. First post from me and I'm already a pain in the ass... I bring this issue before you gents and ladies because polycount comes highly recommended by my Zbrush instructor as a place where friendly and knowledgeable artists who are serious about the the gaming industry hang out. I'll mostly let the screen…
Link of all items > https://www.artstation.com/artwork/mqxDNZ At the start of quarantine, I decided to accept Polycounts hard surface modelling challenge -- https://polycount.com/discussion/129938/week-8-the-weekly-hard-surface-challenge. The objective of this challange was learn Blender and topology. The original…
Freelance Concept Artist Needed: I am currently working on an undisclosed project that needs a small amount of work from a freelance concept artist. The project will require around 2-3 fully completed drawings. The drawing style will be similar to a blue-print/prototype drawing. Were looking for an artist who is excellent…
Shader Studio is a new (WIP) Unity editor extension that I am developing. It's purpose is to enable users to create custom shaders without the need to write any code through the visualization of a node-based graph. I have been developing it for a couple of weeks now and wanted to share what I have so far with others to…