this^ Booleans offer a great way of quickly blocking out Hardsurface shapes. You can block a complex shape really fast with a few primitives and ProBoolean. I use them and extruded splines a hell of a lot to block my models. This is just a load of ProBooleans cleaned up and turbosmoothed
Such beautiful concepts! Despite loving both hardsurface and hand painted environments, I am gonna go with the hand painted one, love it so much! Plus, that way I will learn more about hand painted textures :) i will try to use maya for modeling for the first time.
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!
hey fuzzio, I totally know where you are coming from, I have been chipping away with hardsurface in Zb and it is a bit overwhelming @ first to say the least. I find the reward in the end is getting add wear and tear to all your hard earned shapes, keep with it!
Think ill jump in with the hardsurface category, did a quick breakdown of what can be duplicated to save time, and give a consideration of what the back could be, never really done much concept breakdowns like this, is this the right way to go about it or is their other things that should be accounted for as well at this…
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
Cool weapon! It will be awesome if could be modded on Fallout 4 hahaha Are you really making this all on zbrush? Man, I always find it hardsurface a pain to make on zbrush, if you could share a bit of your workflow would be great.
thank you Kevin! thanks for taking the time to write about and upload all those images. really great stuff! It's awesome to see inside your head and your workflow. this makes me want to do some hardsurface modeling
Thanks @splicer the helmet was hard to do, first time using the zmodeler for a complete hardsurface model. I will make a second version with your feedback, see if I keep almost the same amount of polys and with better details. Thanks :smiley:
thought i'd add a bit of progress ive made to the interior of the craft, if anyone is still interested in concepting an exterior, this is what its begining to look like on the inside. A bit stargate .. Egyptian architecture and sci fi hardsurface normals and stuff..