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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.

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Kaitoukitsune

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

picti

Kind of all at the same time. I'm more or less just starting out with hard surface, so I don't know what the best approach for things are. I found that for more organic shapes that can't easily be reached with booleans or beveling, it's best to sculpt the shape first, then do retopo and then cut out more bools if you need to. At the very end I plan on using MeshMachine to chamfer and bevel hard edges for a softer flow. The box modeling workflow I found works best on props where most of it is defined by booleans or bevels. But again, I'll learn more about the topic and will share more findings when I have them. Which workflow works best for you?

Kaitoukitsune

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

picti

Ooh awesome! I found that modeling with subsurf creates some nice and smooth results, but I personally find it hard to control the overall silhouette with them. It's easier for me with sculpting and then adding vertices to smooth it out. I need to get more into edge creasing myself. I know that hops' sharpen feature uses it, but I haven't used it other than that. Another normal tool that I can recommend is the transfer tool from MeshMachine. It's a wrapper for Blender's data transfer modifier that lets you transfer the normals with one click. It works wonders for problematic shading on ngons that are left after you use booleans.

Kaitoukitsune

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

picti

Yeah, bools are certainly amazing for concepting, since you can remove and add new ones on the fly without committing. You also can change positions and sizes real easily. But it does come with the cost of cleanup, that's true.