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…
Based upon U.S special forces/soldiers however I may modify it for use in a HL2 mod set in russia. General crits would be nice. Was wondering if anyone knew how I should do the boots? When I just sculpt them they look flimsy and weak and when I just do hardsurface they look robotic/futuristic. Thanks :)
Hello I'm Daniil Grishin. I am looking for some amount of work as 3d hardsurface generalist. I have 2 years of experience creating high-quality gaming assets. Here is my portfolio https://www.artstation.com/algatod. My hourly rate is 6$ and here is my mail algathetod@gmail.com
Hey guys, this is one of my hardsurface assignments at gnomon. YOu think you could take a gander at it? i've remodeled it twice now, I think it looks ok, but somethings off about it but I cant tell. THanks chums! :D ' I attached the reel thats bening used for reference.
Hi! My name is Dmitriy and I am concept designer My main fields are: Prop and weapon design Hardsurface environments Vehicles http://www.artstation.com/artist/zxcman email: caferast@gmail.com Facebook: https://www.facebook.com/zxcmanCG Skype: posudomoikanoskov
Thanks! I use lines for reference.. this way it's easier to keep clean big shapes in zbrush. If I want to change the details i can just paint with white and don't have to clean any shapes. The final hardsurface parts will be created in max anyway. Still beats zbrush by far when it comes to clean metal pieces.
The problem with LOW -> HIGH is that the lowpoly stuff isn't suited for sculpting on. Subdiv it and it is ruined. If it has enough supporting loops, then it's not optimized enough to reuse it again. This is especially organic stuff. You might be able to do it with some hardsurface stuff though. You still gotta remove those…
Here are some more progress shots. I'm nearing completion of the clothing texturing. Still a little stuck on nailing down the puffer jacket material. Now focusing on the cybernetic head piece, this is my first time diving into organic hardsurface. It's pretty tough! Duplicate Special and using instances has been a serious…
Thanks folks! Here is a litte saturday update. I changed the face to a more soft and younger version (thanks Uhni20 for reminding me to look at the original sona concept again :icon3:) and made the eyes bigger. Plus the hair got some sharpening. Next up will be some hardsurface turntable work. I hope you like it.
[Maya] Braided Cable Tut (again 600mb vid for 20 minutes, meh) Posted this couple days ago in Hardsurface FAQ. Same principle just make the boxes set broader and less of them width wise. it will at least give you a starting point. Of course the easier way to fake it is just use two helix's.