Jake Woodruff and Kyle Moody did a breakdown of their mutual project National Mech League in which hard-surface design was merged with bold colors and playful tone. They talked about modeling, texturing, rigging, posing, and lighting.
Clement Dieu did a breakdown of his recent hard-surface project Mech Redemption that was adapted for 3D printing.
Trevor Crandall discussed his approach to modeling and working with details, shared his workflow in MODO and gave valuable advice to other artists.
If you are a beginner or an intermediate hard-surface artist who's looking for ways to level up his/her skills, check out these tutorials and courses created by professionals to teach you industry-standard workflows.
David Letondor talked about modeling realistic watches for production and creating robotic projects including Reckoning for League of Legends.
Henrique Lopes and Micah Reigstad shared the production of animated Rhino Revolver 60 DS they've recently collaborated on. Henrique created the model while Micah was responsible for rigging and animation.
Joe Gloria talked about the production of drone designs for Tom Clancy’s Ghost Recon Breakpoint: design development, preparation of the models for animation, texturing highlights and more.
Gesy Bekeyei did a breakdown of another hard-surface project made in Blender and shared useful add-ons, lighting tips, and workflow details.
Ohle Mathiebe shared a few tips for weapon and hard-surface artists and talked about such stages as pre-production, modeling, UVing, and texturing.
Free Backdrop Treelines Library AvailableThank you for sharing my project.
A Series on HLSL Shader FundamentalsI have started a new series of videos on my YouTube channel aimed at h...·
Game Boy Pokémon in 3DI like this one. I guess that everyone wished about Pokémon in childho...·
Artyom Olegovich Pletnyov
Epic Games Acquires QuixelThis is amazing when i have seen that i have hire electrical services...·
Join thousands of game designers and keep track of your subscriptions