Learn the art of hard surface design with Alex Senechal from 343 Industries. Learn how to 3D Model, Texture, Render and turn into a final render for your portfolio.
Our curriculum is focused on the skills and the workflows that you will be using as a 3D ARTIST in the industry today.
You will receive industry insider tips to help you fine-tune your portfolio and job search strategy in order to increase your readiness for the game industry.
Can't pay all at once? No worries. Break your payment up into three month installments.
A Look At Alex Senechal's In-Class Demonstration And What You'll Be Expected To Do.
Gather reference and construct, texture and render a 3D model for film or games.
Alex starts with a 2D concept based off a variety of resource images. Here he is looking for the proper Shape Language for his weapon.
Then Alex took his designs into 3DS Max to establish the primary forms. This is called establishing the silhouette. Here he is using primitives such as cylinders and cubes to get the proper shape he desires for his weapon.
Alex moves forward, refining the larger forms into smaller details. Carefully he makes sure that these forms seem practical for use in the real world.
Alex then completes his projects by rendering it in ZBrush, Keyshot and then painting over that in Photoshop to create his final product.
Join Alex Senechal and us for a FREE webinar on Hard Surface Design.
Alex Senechal is 24 and works at 343 Industries. He is self taught and started doing 3D in 2012. He discovered that design was a "thing" when he got to 343i in 2014. That's when he found out that he has a passion for design. When he is not doing 3D, he is practicing traditional art. As much as he cares about the art of things, he enjoys the technical side of things too. He designs mostly Scifi hardsurface stuff, but mechs and guns specifically are probably his favorite. He has worked on Halo 5 and its DLC's designing primarily Forerunner hardsurface architecture. Before that he worked as a 3D generalist at Synect Media creating content for the Microsoft Store video walls.
Today's game world is dominated by quick sculpts
Cover basic design vocabulary and learn to see design theory in everyday things. Focusing on how to apply these ideas through critique and example.
We will also go over the essentials of the modeling workflow and begin the blockout, focusing on creating the primary forms and important structures.
We dial up the intensity and begin refining our design and focusing on smaller forms and subtlys while covering poly modeling essentials like edgeflow and detailing out our model.
Then we enter the phase of refining the functionality of our design and working on ways to sell the beleivability of the design.
We start with a Mid Term Review to assess your progress.
Then we begin the texturing and rendering phase and establishing the shots that we will use in the final output.
We cover in depth how to light your model and best lighting practices and polish techniques to push it that extra 10%
The we discuss how to present your work and the business of marketing yourself as a professional.
There are two ways to enroll in this class. Learn more about each below.
(Limited Time Only)
Over 30 hrs of lessons (in-process)
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