Talking about lighting this tutorial might give you a good start, especially when using marmoset. Although the tutorial is focused on lighting for characters and thus not everything will be applicable or usefull for lighting hardsurface models (from my experience) it will be a good start with some valuables do's and…
Hello everyone, Continuing my journey as a 3D artist specializing in hardsurface modeling, I'd like to share my latest project. I wanted to create something with a practical purpose, moving away from themes of destruction. This led me to the idea of illuminating the darkness of the space industry with spotlights. I welcome…
I can say working in the Movie/TV industry it can vary in discipline. With TV I found you hafta be more versatile. I did mostly modeling and texturing characters, but also did hardbody surfaces on the side, and rendering out some shots. The current VFX studio i'm at is very discipline specific. You have modeling and…
I made a lightsaber! It was mostly box modelling and some sub div with a bunch of booleans and the low poly is 5,112 tris - not a particularly complicated mesh but not exactly optimised properly either. I spent some time going through the lightsabers in the Jedi art books and also in Jedi: Survivor just to see if I could…
Retopology is mostly done on organic assets, while hardsurface assets are usually modeled with subdivision surface techniques, which can be optmized down to a low poly from the original mesh. With a partially non-destructive worflow, where there's at least a subdivision surface modifier. Retopology in general is made by…
I suspect the averaged projection mesh is actually way less commonly used than i thought it was. If you couldnt visualise and easilly manipulate a cage i could totally see it being pretty unintuitive. I guess theres also a lot of cases where people dont get how normals work, particularly averaged vs split ones. I've…
Hey man, I think its good enough in terms of smoothness (not being wobbly with surfaces), which is often what people will complain about when doing zbrush hardsurface. However, there are a few things that could use improvement still. A few areas look weird like the part of the grip where you hold to release the drill bit.…
Sammy I think what you are asking is quite a difficult question, cos there isn't a prescriptive workflow. If it's mainly in the dynamesh/hardsurface area, there are loads of methods on how to tackle this. low odor is right, need to go over the zbrushclassrooms. I would in particular look at Joseph Drusts military assets…