I've been reading up a lot about hard surface modeling in Maya, and finally think I have a firm enough grasp to attempt something small.
part one of my zbrush hardsurface studying music: Rave the Reqviembased on concept by: Aleksandr Plihtahttps://www.artstation.com/artwork/ZzL90my artstation...
I did this model mostly beacause I wanted to do some exercise about hard surface in maya. During the making of this project I learned a lot about hard surface, edge flow, uving hard surface, and the basics of mari. The model was entirely made in maya using the image reference, then quickly rendered in vray 3, also made a basic composite in Nukex. The model isnt 100% equal to the reference because in some area like the wrist, I couldt understand how that part was made, so I had to become an engineer for 10 mins to figure out how to model that mechanism. So yea, I had to ignore some parts of the concept and do them by myself. I dont know who did the concept, I just picked it up from google images. If you know the autor let me know and I will credit him. Now I will let modeling apart for a while to start making some dynamic things like rigid body and fluid sims. Higly inspired by Romain CHAULIAC https://www.artstation.com/artist/wizix Any feedback is appreciated.
Hey! Did hard surface modeling study thanks to Dynamic Hard Surface Design Course In Zbrush by Georg Uebler. Which was very helpful with different techniques to achieve fast and nice results. Also have got a lot of inspiration by watching artworks and videos of Marco Plouffe and Michael Andrew Nash. Really like the freedom of exploring forms and shapes without thinking about Ngons, triangles, smoothing and other poly modeling stuff. Looking forward to polish my workflow to achieve more smooth results. Thanks for watching.) And Happy 2023 New Year.) With No ai.
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Dmytro Butenko gave an interesting talk on the weapon design, hard-surface modeling, and texturing and talked about the production of Helsing for Metro Exodus.
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