3D Artist Nikita Skotin has shared the workflow behind the Coupris Kineema project and explained how the model was prepared for 3D printing.
Simon Mercuzot has shared the texturing workflow behind the SKS project, explained how wooden and metallic surfaces were created, and showed how dust and grease were added.
Oleg Senakh has returned to tell us about the Mechanical Sloth project and share an interesting workflow that skips high poly modeling and retopology processes entirely.
Alex Medina talked about creating weapons for Hunt: Showdown, explained the modeling and texturing processes, and told us about being a hard-surface artist for games.
This is the second part of Jonathan Holmes' enormous 2-part tutorial on using Quixel Mixer in hard-surface texturing. You can read Part 1 here.
Check out this massive, 2-part tutorial by Jonathan Holmes on using Quixel Mixer in hard-surface texturing of a LearJet 24 aircraft.
Cane has shared some of his thoughts on ZBrush for Hard Surface Design and is giving a 25% discount for his latest tutorial to the first 50 people.
A 3D Artist behind weapons from Love, Death + Robots Lennard Claussen talked about the production process, shared some thoughts about working on such a massive project, and told us how to make the weapons feel just right.
Check out a collection of guides and tutorials from 3D artists for hard-surface project production. The compilation also includes a pack with ready-to-use assets.
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A Closer Look at Texturing in Arcane Part 2That headline is a little bit of a catfish.
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