Heh, I actually bought Hard Surface #1 already, the skullface robot guy is the direct result of me trying to follow along. And Fnitrox that was very helpful, yes! I think it's a sort of quandary of asking for art-help; I want help with the media, a direction so I can practice. Your comment re: topology is the stuff I…
So, just a quick mock-up of what I've picked up today as far as hard surface modeling, because this will be relevant for the rest of the model, I want to make sure I understand how the topology works... Does this look right? - Keep to quads... - Focus on the topology and how my edge-loops can be used to harden the edges,…
Probably not a glitch, but i cant explain whats going on. Im using this technique to produce a more sleek hard surface. I managed to do this with one part of the character. But then when i try on other parts zbrush tells me to select a mesh or something thats 15k polys less to paraphrase. I lower to subdivision level, but…
Hard-surface stuff - the car is from last year and the ukulele from earlier this academic year. I probably won't revisit the car because I'm not interested in modelling vehicles but I think I'll make a more stylised and hand-painted version of the ukulele to suit my tastes :") I tried to go for realism with it but don't…
Well, I've a couple of thoughts on that. 1) Currently you are sort of working backwards. You had a mesh that was lacking in the quad department, so now you're revamping the topology to be much more quad centric. That in itself is much much harder than starting with a very low poly model that is 100% quads, and building up…
Hi Every one. Its the time of year when I feal motivated to start getting some work done and try and keep my skills up. I wanted to do something with hard surface modeling and was in a Fallout sort of mood. So here is the 223 pistol from Fallout. Or the 2019 special from Blade Runner. Take your pick. At the moment the…
Zbrush completely changed the way characters are made. pixologic really shook up the pipeline. Realtime Boolean modeling is an idea that I believe will eventually redefine the hard surface pipeline completely. It's exciting! Why hold on to the past methods if there's a more efficient way of doing this? If the tools evolve…
+1 to what rens said about the uvs. Now to the mesh itself. atm you have no smoothgroups or beveled edges at 90° angles of your mesh which results in really messy smoothing (artifacts while shown with normal maps etc) adding those especially around the handle area should make it alot easier to read I suppose. Also the hard…
Hey guys, am just trying to practice some hard surface modeling (using Maya) but never seem to be able to have full control of the process and get slowed down quite a lot making little tweaks here and there which I'm pretty sure are because I've made little mistakes moving verts without realising. For example I'm working…
Quad Cap is a 3Ds Max script that is designed to produce fast quad caps for even sided polygons saving you time and energy. Why do it manually if you can do it automatically? Here are some of the benefits you get: • Save time and energy to model what’s really important • Perfect quad topology for you cylinders and spheres…