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Blender hard surface modeling
Blender hard surface modeling









blender hard surface modeling blender hard surface modeling

Each technique has their pros and cons and it depends solely on what you are modeling.

blender hard surface modeling

There are also people that prefer to make hard surface models like vehicles or helmets by sculpting. In the end subsurf and bevel are just tools that you can use. Furthermore you can do it with non-destructive modifiers or manually in actual geometry. And if you complete the project with PBR materials you should end up with something close to your reference images.Īs for getting the geometry right, there's not a rule to choosing between using subsurf and bevel. In real life there are no sharp corners so you expect a corner to catch light from the environment. You could leave it like that but comparing to reference images you probably want to round off corners. Your model is already looking like a hard surface model. In 3D modeling hard surface is simply anything machine made or man made as opposed to organic that is grown or shaped by nature in a non-orderly fashion. "Hard surface look" doesn't really mean anything specific. Note I’m not planing on using this for a game, I am baking the detail for a normal map so that when I use it for renders it isn’t super high poly. Not sure whether it is a very effective and or correct way of doing it. blend file, if you look at the barrel and the trigger that is the sort of method I was going to use to achieve a hard surface model. To try and summarise/clarify what I'm asking, is it necessary for me to use a subsurf modifier and then go through and bevel edges to create a hard surface look? Or can I achieve the desired look without using bevels and a subsurf modifier?Īlso, in the. I have seen other models without subsurfs, yet they have a hard surface look to them.įor point of reference, this is what I have so far: My question being, is having the subsurf modifier necessary for a model like this? I intend to go through and add all of the little bevels to the model to represent the same sort of look in the reference image, but I'm just not sure whether the subsurf is even necessary? I also have a subdiv surface on the model (currently set to 4, going to make a very high poly version and then bake the details to a normal map for a lower poly model). I have modelled the basic shapes and details of the weapon, and now I need to make it look like a hard surfaced model. Looking at it closely, it looks as if a majority of the edges have a small bevel on them to give a hard surface look to it.

blender hard surface modeling

I'm currently in the process of modelling a handgun, this is one of the reference images that I am using:











Blender hard surface modeling