That's very useful! Many of the models however are just floating all alone in space, does that mean they are modeled separately then attached later to make a complete model?
The Weekly Hard Surface Challenge is all the exercise in modeling you need. Just after doing a dozen of those models you will be a much better modeler.
Hi! Today I wanted to share with you this Blitzcrank game-ready model I've been working during this month. You can see more renders and 4k videos of the animated model on my Artstation link. https://www.artstation.com/artwork/mzE9vv Hope you like it!
Here are renders from models Keos Masons did for Gotham Knights! We were responsible for modeling and texturing these model. Thanks to Esther Quenneville and the internal team for integrating them and polished their textures. Art Director : Marco Plouffe Lead : Kevin Ochoa Artist : Farzin Izadyar (Retopo/UV/Texture),…
Hello! I'm looking for a second pair of hands in a 3dprinting enterprise of mine, I model and 3d print (in resin) mostly ww2 and cold war tech, though my dream is to come up with a wargame of my or our own design based around the conflicts of today (though thats something for the future :) ) If you like to model out cool…
Hi, when we speak about production ready models, what is better to use for 3d modeling of hard surface/props/weapons, maya, or max ? In other words, is it fine if i continue using 3ds max bcz i already use it for several years.
couple of month ago i try using parametric modelling on fusion 360 and it was a mind blown experience, and now i a bit lose motivation using traditional surface modelling especially for hard surface surface modelling can take a lot of time just for making a simple thing or adding a simple detail create a multiple scatter…