Articles
StarCraft II's Thor Mecha Recreated in Maya & Fusion 360
Here's a great StarCraft fan art created by Alexandre Quintin.
Making Coupris Kineema from Disco Elysium with Blender & Substance
3D Artist Nikita Skotin has shared the workflow behind the Coupris Kineema project and explained how the model was prepared for 3D printing.
SKS: Hard-Surface Texturing in Weapons Art
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.
Making a Mechanical Sloth in Blender & Substance 3D Painter
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.
Creating Weapons for Hunt Showdown
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.
Vehicular Hard-Surface Texturing Using Quixel Mixer: Part 2
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.
Vehicular Hard-Surface Texturing Using Quixel Mixer: Part 1
Check out this massive, 2-part tutorial by Jonathan Holmes on using Quixel Mixer in hard-surface texturing of a LearJet 24 aircraft.
Dynamesh: The Best Tool for Hard Surface Design
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.
Designing Weapons for Love, Death + Robots
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.