Hi polycount. I'm using 3ds max 2017 for modelling. I was working on a low poly pistol model. I realized I cant make a good and clean surfaces they looks like pinching or something bad, esspecially on low poly models. What is the reason of that? How can I fix these faces? This is about triangulation or smooting groups? Or…
After seeing the work of @akiratang I've decided to make also a sci-fi girl^^. I'm challenging myself on that one because I've never really made hard surfaces before so I'm probably going to learn a lot on the way^^ and I'm also gonna use Photoscan for the face for the 1St time as well hopefully, it will take me about a…
Hi everyone! I'm currently a freelance character artist, but I want to take the big jump and start working as a junior character artist in the video games industry. I'm also interested in hard-surface modeling, mostly because of robots. Sadly I missed some important hard-surface rules when working on those in my portfolio.…
Decimation in zB calculates surfaces with more detail and tries to keep that detail by only (or more heavily) decimating parts where it can reduce resolution easily like flatter surfaces. Getting the most out of that feature you have to decimate in stages. first 20%, then 10%, 5%, 2%, 1% . You just decimate as far as you…
I specialize in mechanical hard surface subject matter, so occasionally using a box method enables rapid visualisation of the base mesh prior to further iterative work either low, mid or high poly which in turn I confess, hardly ever sculpt but rather rely on various polygonal methodologies in order too project surface…
Working on it really. A lot of the surface detail is lost because of the distance the spider is visible. Starting to get the 'musclar' detail in there, the joints and such, defining the shapes and such. As the red knee has an exoskeleton there will be a lot of surface noise, frankly will make a good normal map, while being…
Got an alternative Hard Surface Prop idea! Pretty good variety of vehicles so people could choose which one they want. :) https://www.artstation.com/artwork/1n14Ve And a pretty interesting idea for the Hard Surface Environment. This one has both a view of the full environment as well as a cutaway showing the details and…
katana blade looks really good in skyrim your dragonrend sculpt has problems, you would need a lot more dents in the metal to get that hammered look. Currently you have some small dents everywhere, but the entire surface should be covered with concave dents to get that look you want. Currently your metal parts have that…
*shrug* blue in spec on certain surfaces just looked good. Used it on dark belts & leather all over Gears. White occasionally, but when putting blue spec on a part of a texture my reasons always boiled down to "that looks the best," and made a surface pop off of another. didn't care if its correct, scientifically accurate,…
I rarely retopo stuff and when I do, they're harsurface models anyway, but what I use in those cases is drawing a few splines that define the surface, splitting them at intersections to create 'quad' panels and fill with the help of the aforementioned MeshSurface – that way I know they will be always the right number of…