Ghostscape's method is fine if your mesh is all planar, flat surfaces. If there's any curved surfaces they will remain faceted when you subdivide with smooth switched off. An alternative is to use the Zbrush "crease edge" function in the tool>geometry panel. You can either use it with a global tolerance (the "Ctolerance"…
Retopology for the final lowpoly model that is heading for baking, always in Max. Polydraw is way quicker because you can flip in and out of it to use standard modelling tools when needed. You can determine the distance from the imported decimated model surface to your verts exactly and the display is way better allowing…
oh man, thanks so much for answering >< i know it must be a pain after a while with all these questions but thanks for taking the time to do so :) i totally agree with a lot of the things you mentioned. that and the fact that a zbrush pass happens just because you can, not too big of a fan of that unless something does…
In my blog you can find some posts for subdivision modelling, with tips and tricks. It's in spanish, but you can see some animated gifs and pics showing all, and using a translator you surely will understand almost all. http://blog.whiteblaizer.com/2009/02/subdivision-tips-hard-surface-modelling-iii/…
Finally got to see it and I know I'm a fanboy but, WOW! Not his best, but really solid. It's always refreshing when when directors just don't give a shit about what they need to get done in a movie and they just do it. I really enjoyed the surface story and I'm going to have to watch it a few times over to really…
There's plenty of tutorials on youtube for all those programs, though it can be hard to sort through all of them. Try searching for specific techniques for better results. Like say, instead of just searching "zbrush" you could search "zbrush hard surface techniques" or "zbrush rock sculpting". You can even try to search…
Hey guys did anyone manage to get normals to work properly? I get the best results with triangulate \ in O2. I baked my maps in 3ds max and exported the model with the 2010 version of FBX with triangulate \ the mesh seems to be correctly triangulated but the normal is sort of "overcorrecting" the surface. (for example if…
That's a nice looking colour texture there. The normal map is clearly made via the Nvidia filter, but it does the job ok for a quick asset. Hard surface subdivision modelling is used instead of or alongside sculpting to make model parts that require a smooth surface with sharp edges. Examples are cars, robots, armour…
Well here is lonewolfs gun he did for crysis 3: http://www.lonewolf3d.com/images/Crysis3/Crysis_3.html I always relate organic hard surface models to grant warwick's model for some reason. Looks awesome: http://features.cgsociety.org/newgallerycrits/g62/160862/160862_1358122615_large.jpg (I will just post links so the…
Good thread! I know I'd been eyeing shapeways for a long time before I finally decided to try them out. I sculpted a dog, made a texture, and got it printed on colored sandstone at about 2.5 inches tall. The printed detail is pretty good, but unfortunately a lot of it is hard to see because of the roughness of the surface.…