Home Creators Posts Import Register Favorites Logout

Content

Hey guys, I got a new wip for ya. I'm currently doing a lot of training in hard surface to get this robot design to look correct. It's an uphill battle but I'm slowly beginning to understand the guidelines of hard surface modeling and sculpting. As of now this is still in a rather early state. Turns out when you deal with metal and plastic you can't have soft body deformations. WHO KNEW?! So an additional step that I learned must be taken when dealing with machines, is that you need to make sure that no clipping happens for all positions and rotations a body part can reach. 

The next steps will be to refine the model more, add breasts and genitals underneath the plating and mechanisms that show them, add a gun holster and an opening for it in the leg, and then the usual refinement with retopo, rigging and texturing. I plan to do more of the texturing in blender this time since I got the nice new tools DecalMachine.

Files

Comments

Kaitou

Are you using a sculpting workflow or a box modeling flow?

Kaitou

I haven't don't much hard surface myself outside of basic weapons and some simple armor pieces. I use box modeling mostly with a sub division modifier on. Only real special thing that I do that I hear that most dont is using edge creasing to control my corners and bevels, and use the angled scrape sculpt tool refine them near the end. I have boxcutter and hardops and I plan to start using those in my next project

Kaitou

Honestly that why I avoid using the bool tools. In my head im like " I could just bridge things on my own". But its so Damn tedious