Parth Naik shared plenty of details behind his 3D Bench Grinder: from texture padding and baking to working with a highpass filter in Substance Painter, setting up wear and tear, and presentation in Marmoset Toolbag.
Jean Negreiros talked about his UE4 project Discovery: creating two hard-surface hero props, working on vegetation from scratch, setting up lighting, and more.
Masao Hieno did a breakdown of his beast he created during the CGMA course on Hard-Surface Modeling and Creature Sculpting and shared the details of his approach to modeling in ZBrush and Maya and skin workflow Substance Painter and Substance Designer.
Bobby Lazarevski did a breakdown of his hard-surface prop WWII Frequency Meter: Maya to ZBrush workflow, texturing in Substance Painter, and scene setup in Marmoset Toolbag.
Matthias Schmidt shared a bunch of techniques discovered during his search for a perfect procedural workflow for sci-fi hard-surface projects in Substance Designer.
Ajay Agrawal overviewed MODO, its tools for design and material production, internal renderer, and general workflow as well as gave some advice to those who want to learn the program.
Laura Beach did a huge breakdown of one of her recent projects and shared her approach to creating hard-surface materials, cloth simulation, and facial features.
Sungwoo Lee shared the process of creating a real-time hard-surface asset with ray tracing in UE4, talked about the methods, and material & lightmass settings.