I kind of like the very first concept, with a scifi theme. But, it just doesn't have enough going for it, to warrant a reproduction. Would love to see more hardsurface scifi themed environment concepts though!
Always loved your hardsurface work, great job dude! Something about the materials on the pay phone stick out to me, in a good way. All the bevels are a really good scale and read well.
@Sam Tang: I'm still trying to wrap my head around how exactly you went around doing the hardsurface sculpts for Mecha Kah'zix. I'm trying to learn, but it's murdering my brain.
thx diego.here's an update. got the blade in place and fixed up the scales and wrapping. also went over the dragon with the trim brushes after picking up some techniques from the eat3d hardsurface dvd.
Low poly done; I know the polycount is high for an object like this. Normally it would have a 256 texture and maybe like 500 tris but this is just hardsurface practise for me :) Fixing the bake tonight
You're gonna want to read this to udnerstand how to integrate Boolean modeling into your high poly modelmaking https://polycount.com/discussion/168610/3ds-max-zbrush-proboolean-dynamesh-hardsurface-workflow-tutorial
Here's a very dirty screengrab of tonight's progress. Still have a lot of pieces I need to replace yet that will all come with time. having a lot of fun with this combination of organic and machined hardsurface pieces. :)
I am going to take a crack at the first one as well - whether it's picked or not. I really need to brush up on my hardsurface work for a project I'm doing so this is a perfect way to start.
I second using Quixel Suite, it's a little hard to grasp the UI at first (or at least it was for me) but it's amazing for hardsurface texturing, you can make some really nice masked details super quickly.
What I learned for hardsurface, is that you need to slip the uvs every 90º and I found that the marmoset is the best one for baking, you can paint skew on the mesh that might solve those errors