
I worked on this mech during my free time (which I don’t have much of), so it was very important for me to save energy, time, and most importantly to not lose steam halfway through. For the UV’s, I used 3ds Max’s ‘Flatten by Smoothing Groups’ feature and then finished packing the UV’s in RizomUV.

The ZRemesher is amazing as far as quality and time are concerned. Zbrush was also my main retopology tool throughout this project. The high poly stage was done in 3ds Max and Zbrush.

In this article, I would like to talk about the role that Marmoset Toolbag played in creating and presenting my piece, The Miner. I’m currently working with Gameloft in Kharkiv, Ukraine. Hi, my name is Dmitry Danilenko and I’m a 3D props and environment artist in the games industry.
