High resolution: depicting hard surfaces
‘Hard surface’ defines mechanical pieces and armour that are faster to construct using traditional modelling techniques. There are many ways to do this, and I tend to use 3ds Max due to the level of control it offers. I start by blocking out the components using simple geometry before smoothing out the model using a method called ‘subdivision’. I then take these meshes into ZBrush and sculpt in wear-and-tear detail.
Base mesh Subdivided Sculpted