More work on the mind flayer. Getting closer. Figuring out how to model the armor has been interesting, trying to figure out how to mesh the hardsurface techniques with the organic sculpting. I think I have an idea, just hope it doesn't take me much longer.
for me it really depends on the model sometimes i'll just dynamesh and polish the shit out the mesh. Other times I add extra support loops for keeping the shape I want. And for a lot of hardsurface stuff I just do everything in zbrush and maybe ffd it later in maya.
The hardsurface work in this game is truly inspiring. Everything feels like it has weight and a purpose. I love the large vehicles derelict in the wasteland, I had to stop and admire this abandoned train engine for like 5 minutes before moving on, hats off to everyone involved! Incredible work!
I've updated this thread with my final Marmoset Toolbag 2 Renders. Greyed out the background so viewers can focus on the hardsurface objects. Also scaled down the UE4 Render sizes so they weren't so obnoxious to maximize. You can view my portfolio at www.kevinduongart.com
@Justo: I like your base mesh. Your floating vent on the egg box is a bit too far back. In the concept the cylinder and vent seem to line up vertically. I cut in the egg box hinge and added the heating element. Most of the hardsurface is done, moving on to straps.
HEllo , I am making a spaceship for a contest with the goal of learning this high poly hardsurface techniques I am not knowing much , so I am having a hard time for making two things mostly :smile: 1 Avoid triangles and use with efficience the crease set + opensubdiv. I am using 3dsmax 2017. Well the first is self…
It's been awhile since I've posted anything meaningful on polycount, so I thought I'd get back into the swing of things with a new model. This is the most ambitious thing I've ever attempted to make before so it would be appreciated if I got advice/critiques on making this look as good as possible: I've never made any…
cool, I was also mostly a hardsurface artist until just recently. I think a good way to improve is to study the skull, so if this is Zbrush you'll have access to Ryan Kingslien's female ecorche subtool. You can use that as reference. I would also recommend adding pupils to the eye, this will help with judging proportions.…
Very nice! There's little if any critique I can offer at this stage other than possibly add rust pitting around the trigger guard area as seen on the ref, also I was going too suggest a solution for your hardedge issue however it's apparent you've got that well sorted out. By the way, very good low poly hardsurface…