Art Heroes Schools released a step-by-step live mentorship on creating a hard surface creature in Blender, mentored by an experienced Artist and Owner of Gugen Studio inc., Max Puliero.
Simon Mercuzot has shared the texturing workflow behind the SKS project, explained how wooden and metallic surfaces were created, and showed how dust and grease were added.
Check out a collection of guides and tutorials from 3D artists for hard-surface project production. The compilation also includes a pack with ready-to-use assets.
Check out tutorials from Simon Fuchs that cover his approach to weapons and hard-surface details, a free real-time guide in Fusion 360 from Travis Davids, and a suppressor pack from Sankalp Chandra.
Evgeny Romanov did a detailed breakdown of his Researcher Robot project, shared his modeling workflow in Maya, discussed topology in RizomUV, and talked about his approach to learning different 3D software.
Nikita Balnov has recently made a hard-surface Vintage Soviet Military Radiometer prop and shared some of its production details: modeling, UVs, and texturing.
Joakim Hammarslätt discussed the approach to creating the character he worked on during the CGMA Hard-Surface Modeling for Characters course and shared his step-by-step modeling workflow in ZBrush.
Elliot Sharp talked about the biggest advantages of MODO for hard-surface artists, its best features, tools, and addons as well as project presentation and a bit of texturing.
Dmytro Butenko gave an interesting talk on the weapon design, hard-surface modeling, and texturing and talked about the production of Helsing for Metro Exodus.
Jack Williams gave a talk on hard-surface prop production for games and did a breakdown of his recent model Emperor made with ZBrush, Maya, SP, and Toolbag.
Learn how to take NDO-detailed models into DDO, the process for setting up DDO's expected input maps and other tricks for a texturing solution from Quixel.