
Hardsurface Tutorial Collection — VOL 03 - Scifi Helmet
Hardsurface Tutorial Collection VOL 03 takes a sci-fi helmet from 2D concept to finished hard-surface mesh in 270 unnarrated minutes of 3ds Max.
Three hours of ZBrush on a dwarf head. Volume four of the Sculpture Series sculpts the face from scratch and then gives the beard the time it needs, which is most of what makes a dwarf read as a dwarf rather than as a short man.
Beards are the reason to pick this volume. A beard is a large secondary form that changes the whole silhouette of a head, and it has to be sculpted as mass and flow before it is ever detailed as hair — get that order wrong and no amount of strand work rescues it. At 180 minutes this is the longest of the head studies in the series, and the extra time goes into exactly that.
Character artists use a head like this as a study piece: short enough to finish, complete enough to show. Following it as a rebuild rather than a viewing is what transfers — pause at each stage, match your own mesh to the screen, and only then let it run on. The other volumes cover a witch, a beast, a monster head and a full ninja rabbit, so a beard-heavy fantasy head is one of five different problems available at the same level.
Beginner to intermediate, with basic ZBrush navigation and primary functions assumed. No model file and no project file are bundled in; the download is the sculpting itself.
Each tutorial follows one asset from start to finish in real time. Every decision is explained as it is made, so you can see not just what was done but why that approach was chosen over the alternatives.

Hardsurface Tutorial Collection VOL 03 takes a sci-fi helmet from 2D concept to finished hard-surface mesh in 270 unnarrated minutes of 3ds Max.

Learning the basics of a job is one of the most important things to consider.

McLaren 650S GT3 Tutorial ( Modeling, Texturing, Lighting ). MP4 included. Built for Substance Painter and 3ds Max. Published November 2021.

This product is the first part of the ZBrush modelling video process, and in the first part, we decide to have a Hard-surface model.