Jose Mario Villafranca Mendoza did a breakdown of his character Street Samurai: facial sculpting, sci-fi arm, clothes, Marmoset setup.
Andrew Jacobs did a breakdown of his Mauser Magnum project: modeling tips, texturing process, lighting and post-process in UE4. Project is inspired by Simon Fuch and his tutorial on a Mauser C96
Darren Tucker talked about the production of Custom Assault Rifle made in 3ds Max and Substance Painter: modeling, texturing, UVs, and more.
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.
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Resident Evil 7: The Use of Photogrammetry for VRWondermouse technology is top notch Windows app development agency Ind...·
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