@pior tyvm for the info @zetheros does that also apply when the working method I want to use is claylike modeling for just experimenting with shapes? In contrast to what I understand to be hardsurface which I gather is a very predetermined and optimized type of modeling for proper topology and edge flow. I'm now realizing…
really polished work, Ive been following you for a little while on artstation, very cool hardsurface/enviro artist work. I'm actually also impressed by some of your disney sculpts, really nailed the characters and those shapes are simple looking but tricky to master. Surprised there are no wireframes/texture maps on your…
just dive in blender and it will have a final release of v2.8 on I think was in October 2018, Imo as for baking I wouldn't recommend blender for baking purpose I'd rather choose xNormal for that even in hardsurface baking in blender has a subtle gradient on it. @re@renderhjs are you going to update your TexTools now for…
Depends what you define as texture artist? - Making tiling textures and modular atlas sets by sculpting/hardsurface 2 texture. Then I'd say Yes, but that's still a minimum requirement of that kind of role. Shader knowledge is usually integrated into this role. - Just making diffuses from other peoples highs & lows. Then…
Amazing work Kurt! I'm looking forward to seeing this model completely textured, if these recent tests are anything to go by :) And I was going to finish off posting my modeling workflow you'd requested earlier but nah...to be honest you really don't need them, continue what you're doing, practise when you can plus as far…
uh... I cant get into the fantasy character.. I did some work on it last week but I need to buy a mouse for the hardsurface stuff. Did a bit on this yesterday and I think I'm going to do more on it today as hay fever is getting to me a bit. I wanted to add some personality to this guy.. way too often I dont think I…
Hello, people. I'm currently developing my hardsurface portfolio, and wanted to add some environment models ie buildings. And some of the models I blocked them out in Maya and Uv unwrapped them before sending them to Zbrush to sculpt them. Then export displacement and normal maps back to Maya to render. I don't really like…
I totally agree with Vig on the fact that having sub forums for things like Max and Maya will add to many sub forums in itself and lots of that valuable cross information will get lost. I do think having a continuation of "How do you model dem shapes" the hardsurface Mega thread would make good sub forums. And another for…
Ah my sketchook. A place where I post stuff that will never be finished... sad. But its need to get somehow out there. Time to post some old stuff that is laying around. Nailgun. A little hardsurface exercise. The Concept is not 100% mine. Its inspired by an image I have found on the internet. Unfortunately I cant find it…
I have a related question to the OP. When presenting a very VERY complex hardsurface prop, would it be considered fair to treat it like 3-5 normal props and have multiple images, or should there only be 1 or 2 shots at max? So when a studio asks for 3-5 images, can it be all from the same prop, or do they all have to be…