Lamont Robinson Hardsurface Model

For my quarter one project I decided I would do something that I haven't before, a hardsurface model. I've done a car or two, and some other objects but nothing really creative with hardsurface models. In this project I discovered a different way of working with models, instead of painstakingly modelling vertex by vertex you can sculpt in Dynamic Topology and Re-topolgize it later. It gets the idea down and it's faster than improvising while modelling.  Which means I can sculpt and put together different shapes without worrying about Topology and the final concept, etc. It's a lot less taxing on the brain.

The way i'm showcasing what I went through is a fast-forwarded livestream. I usually livestream on my twitch page but because twitch is blocked and it's also well over 4 hours of video it's sped up but not enough to give you a seizure. In the video you can see me trying out different shapes by using booleans or sculpting with dynamic topology enabled. The mesh isn't displayed at it's original quality however it's decimated so you will see visible triangles and that's just to put less stress on the computer, because again it was livestreaming while I was working on it. I hope you think it's kind of cool because I learned a ton working on it.

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