Hello! My name is Dylan Mellott and I'm formerly a Hard Surface 3D Artist at DICE LA with my most recent projects being Battlefield V and Battlefield 1. Prior to DICE LA I worked at Hi-Rez Studios on a Stylized FPS game called Paladins: Champions of the Realm. A brief rundown of skillset is: -Specialize in high-quality…
Hello everyone and welcome, :) My name is Nick, I am about to finish up my last year at school. I have tons of loans to pay for an art degree that means nothing. I want to work at Blizzard, My professors say I'm wasting my potential and that I'll never work there. I'm determined to prove them wrong. So lets begin shall we?…
Well you're making inroads toward 3d printing and I might add if your sketchbook + website are anything to go by, then may have a good crack at it because there's a few I know of making a comfortable living doing just that atm - Danny McGrath comes too mind. As for bots churning out shite ad infinitum mostly prompted by…
update: hello practicing the hard surface , not the most difficult choice but its a start the M1 carbine or I am so far,I got some pinching in the handle and I can not eliminate this thanks for viewing
My workflow for Hard Surface game-based HP modeling: might not be the most efficient way possible (though retopo is definitely an area of a 3D artist's pipeline that I think need more tool innovation, alongside UV'ing...), is to start by just modelling a really solid HP. Where I spend a majority of my time in 3D suite.…
Eh, I signed up for a intro modeling with Maya class at a community college this Fall but might have to drop out because of my background actor gig throughout the rest of the year. And I am not sure if I am missing a lot because AFAIK they teach some basic character modeling, and not much of the hard surface modeling even…
Anyway; what I generally do is. * Keep the Quad LowPoly for final render. Sure, does look a bit cleaner than triangulated mesh for renders * Triangulate the LowPoly I want to bake. Save as Tris for baking. Triangulating is not always required but is definitly a good thing to do. On organic meshe the triangulation isn't…
This is kind of a heavy topic, and I'm not entirely sure what you're asking. If you're looking to get more of a painterly look, it's just a matter creating that detail with the brushes you're comfortable with. The tutorial she wrote out is fairly detailed, and she goes in depth just enough for you to start some google…