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![]() The model is then taken into ZBrush, where some hard-surface sculpting work is applied to create a final high-poly model. The work begins in Maya, where Sean demonstrates how to create a rough block-out of the weapon, using the concept as a starting guide and taking artistic liberties to adjust the model where needed. Sean Marino, Associate Art Director at Riot Games, shares his workflow for modeling a weapon asset for games, starting from an initial concept and working in references of classic shooters to establish a general style target for the model. Learn how to create a sci-fi pistol for game production.
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