Gotta be honest, apart from novelty value and easier to design, it still looks like a blobby car done in zbrush. I'd just redo it with the regular hardsurface methods once you've established the shapes...
Hi, my name is Alessandro, I am a character and HardSurface artist. I'm looking for a freelance or full time job. I work on the gameindustry from 5 years. Portfolio: https://www.artstation.com/amanzani linkedin: https://www.linkedin.com/in/alessandro-manzani-05179153 Email: ale.manzani@gmail.com
Hi there, In max I like to use flatten by smoothing group for unwrapping hardsurface models. In a nut shell. It's like telling Maya to split the UV's into UV-shells based on hard / soft edge. Does maya 2017 have this function? Can someone shed some light on this matter?
My only critique would be hoping you blocked in all the major shapes for the controller. If all you have is the front of the controller without the handle parts blocked in and you went onto do the support loops etc for the front therte, i'd say you are missing a step. It'll probably work out in this case because you are…
Hello! Idea took from my concept of Rabbit Girl I did this project for my pleasure That only highpoly and polypaint and few hardsurface and rendering ) Enjoy ) Concept https://www.artstation.com/artwork/lV1lGa More render Picture there https://www.artstation.com/artwork/VdNZ1R
No links to tutorials, but there is a link here on polycount that will help you create your model and the details through using booleans. In anycase its a darn interesting thread: https://polycount.com/discussion/168610/3ds-max-zbrush-proboolean-dynamesh-hardsurface-workflow-tutorial/p1
Hi, I am determined to be persistent on this forum. My plan is to showcase my entire journey of becoming a 3D sculptor specializing in human anatomy and hardsurface modeling for mechs. My main goal is to become a well-rounded artist, capable of not only creating character models but also infusing them with life, whether it…
Been working on refining some hardsurface elements on the sculpt and trying to figure out what his undersuit should look like! Vest, belt and straps are placeholders. Quickly thrown into Zbrush to see how it looks:
@hansolocambo, what's your workflow for hardsurface? low poly then and dynamesh to smooth it? im trying to get into zbrush, but so far looks so much easier for me to make the basic shapes on a regular polymodeling program.
I like your hardsurface surface stuff but your characters needs more work on the anatomy and proportions. I think it actually level down your portfolio, I'd personally think about removing them.