Check out 5 Gumroad packs with tools and workflows for sci-fi and hard-surface environments.
Ajay Agrawal overviewed MODO, its tools for design and material production, internal renderer, and general workflow as well as gave some advice to those who want to learn the program.
Justin Mayle talked about his approach to creating a modular 3D environment 1900's Train Car made during one of the courses at CGMA.
Emil Skriver talked about his hard-surface workflows used in a couple of projects and shared a handful of helpful tips and resources for game artists.
Rob Madden, Creative Director at Hyper Luminal Games, talked about his stylized art workflow, Modo advantages and tips.
Jarrod Hasenjäger discussed his approach to creating realistic and stylized art in MODO, shared his workflow with both styles and talked about combining MODO and Arnold.
Rakan Khamash discussed his workflow in MODO, shared his first impressions of it and talked about its advantages and compatibility with other tools.
See 5 courses for beginners that will teach you how to rig and/or animate humans, characters, and creatures in Maya, 3ds Max, Unity, and Modo.
Clement Dieu did a breakdown of his recent hard-surface project Mech Redemption that was adapted for 3D printing.
How Will 3D Production Change In The Future?I dont believe that photography is the best example, though I understa...·
Dealing with Pre-Made Assets & UE4 Lighting Tipsthanks for giving me tips 🤗🤗🤗·
How Will 3D Production Change In The Future?@G Justin, funny you mention furniture. I think that's a really g...·
How Will 3D Production Change In The Future?Probably the future of creating games will be the same as how it went...·
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