It'd try to make your high poly a lot less different from your low poly then it is. At the end of the day normal maps can only do so much. You might want to start working with bevels as opposed to subsurfacce when you're making hardsurface models for this reason.
A nicely condensed concisely narrated set of tutes, thanks very much for the share and also effort involved putting this series together. Cheers. EDIT: Will definitely give your workflow a run through, I'm always interested in what other artists are doing inside Blender as a hardsurface modeller myself.
I feel like the poll would be stronger if it allowed 2 options especially considering how heavy zbrush is in character art pipelines. I normally spend probably 75% of time in zbrush sculpting and use maya (LT) for blockout/retop, hardsurface when needed, UV's and export for clients.
Hello, im starting to concept some ideas for a possible first prototype on UE4 Interface and anime characters are placeholders for now. I tried doing the railgun the mech carries in zbrush but it wasnt a good idea after all, next time i will try to do all the hardsurface stuff on blender.
BATTLE CRAWLER O1. Any comments will be appreciated. BATTLE CRAWLER "Your Bro In The Battlefield" is my first post here in Polucount. I love designing mechs and hardsurface stuff in my free time and my daily job is as Art Director / Designer / Founder @ Artnroll Games Thank you very much.…
Hello, My name is Konrad and I'm environment artist currently looking for freelance work. I have 2 years of experience. I'm focused on environment props both organic and hardsurface. You can find examples of my work on my website. My prices are negotiable, feel free to contact me via pm or email for specifics.
Hi At what point in my workflow should I lay the grounds for the inevitable bake of my model? Is it viable to make the lowpoly by doing the highpoly first, copy it and remove details, edgeloops etc? Or is the fastest way just to retopo the whole thing with the freeform modeling tools? I am making hardsurface models in Max…
Hi there. Started new work recently, using this concept https://www.artstation.com/artwork/6ZaNr. I will post some process. My goals are/were : 1. Solid realtime piece to my portfolio (or at least trying to do one) 2. Practicing subd, while combining with other hardsurface methods. 3. Practice 4. PRACTICE Advices and…
So I have been working on a few armor pieces in Zbrush, I want to retopo it in Maya. However, I'm not too sure how to go about this, is quad draw a good solution? I want to make the armor fairly inorganic looking. Any tips here would be great!
Oh shit! :D I finished the space-suit! Modelled the hardsurface and tech stuff in Maya, sculpted the cloth in zBrush, and textured in Substance Painter (plus some tileables made in Photoshop). 4 texture sets, all at 4K. 2 for tech/cloth on and around the helmet, another 2 for the body and gear.