Being A Multi-Disciplinary Artist: Games, Film and Beyond
summary
Covers moving from 3D game art into practical film fabrication and back, showing concrete outcomes: creates CNC-milled polystyrene masters from Maya and ZBrush sculpts for Thor Ragnarok and Dora, makes molds to reproduce ~12 wrought-iron lamp arms, hand-finishes and automotive spray-paints props used on Aquaman, and ships 3D-printed pieces into final sets. Emphasizes CNC-milled polystyrene, PBR material understanding, beveling/chamfering tricks, custom jigs and a production pipeline that actually speeds fabrication.
AI-written summary · about
chapters (17)
- 0:00Start
- 5:22Drafting
- 6:03Pattern Making
- 6:31White Card = White Box
- 7:18Moulding & Casting CTRL C+CIRLY
- 8:57Sculpting
- 9:53Blocking Out
- 10:12Detail
- 12:54Digital Fabrication
- 13:513D Printing & CNC Milling
- 19:37Beveling
- 21:02Tapering
- 21:46Authenticity
- 24:25Reference - Primary vs Secondary
- 26:40Creating convincing textures
- 30:06Spend time creating custom tools
- 32:36Concepting vs Production
related talks
15m3D Art
42mHow an Artist Got into Game Development: The Art & Process of Making Silt.
36mMore than a Game
32mMaking pretty things with code: Getting started as Technical Artist
49mMaterial Creation for Games
53mDelivering Their Vision
42m'Pivot and Adapt' -The Artistic Hurdles of a Multi-genre Game and How it Applies to Wider Challenges
40mFrom Concept to Reality: Navigating Real-time Possibilities with Chaos
