Here's a project I worked on over febuary! https://www.artstation.com/artwork/xzGn4E It was alot of fun to work on some stuff I hadn't touched for a while like hardsurface modeling etc. I hope you like it!
Proboolean - Dynamesh workflow https://polycount.com/discussion/168610/3ds-max-zbrush-proboolean-dynamesh-hardsurface-workflow-tutorial Insights in there that will prove useful, particularly when generating complex objects regardless of technique or app/s utilised.
Wait what! aren't there better options for this, than xNormal? To clarify, I've used it for years but only for HS >hardsurface bakes with a cage so kind of odd seeing these hair-card-things...
I bought HardOps not long ago, and I'm yet to properly dive into it. Am I best just following along with one of Masterxeon's own videos? Cos' I know it'll speed up my hardsurface workflow
Actually, the modifier is way better still. I can't find a way to get properly quaded corners on some of my models, but in the modifier it was an option. Also, the modifier has some Normals chamfering for low poly hardsurface work.
Keyhydra do have his own identity and is not specialized in Hardsurface we are trying to fix entire areas of max Including modeling but not only. I have hidden some discount in some places if you feel the soul of a gamer :-)
You're going to want to read this to to undertand how the Booleans will work in conjuction with Zbrush https://polycount.com/discussion/168610/3ds-max-zbrush-proboolean-dynamesh-hardsurface-workflow-tutorial
Subd polygonal modelling (hardsurface) - I focused for years on optimising edgeflow and topology design for my hi-res meshes, which is essential when portraying complex mechanical objects.
ZBrush + Topogun solves 99% of my problems, hardsurface? just toss in max or maya for another minute after topo'ing. obviously depends on the specific prop but I love this workflow.