One of my goals for 2019 is to develop my hard surface modelling skills in both NURBS and polygonal packages in order to visually articulate what's in my head, almost subconsciously. The study began by modelling die-cast parts in Moment of Inspiration (MoI 3D), using photographs as reference, with an emphasis on becoming fluent with the software. Models in their native viewport tend to appear more intricate than they actually are, and I quickly discovered it's always better to spend x more minutes modelling further details.
The study also included going back-to-basics and treating myself as a novice inside 3ds Max. By doing this I creating a solid polygonal modelling foundation for myself using subdivision techniques, producing clean and correct meshes suitable for use in production. Upon completion, each model is taken in to Keyshot to be rendered with custom lighting and shaders. The images are then taken into Photoshop and Lightroom for colour-grading.
As proficiency in MoI and 3ds Max increased, the speed also increased, allowing me to turn my attention to modelling from the imagination - adding more interesting and reasoned details. Storytelling components also began to seep in to the models as cables, clamps, labels and electrical boxes create curiosity around the origin and purpose of the objects.