

Usually, studios will work at 1/10th scale. One very important thing to remember in 3D is that all the studios work at their own scales in 3D space and we don't work in real world scale, or the scenes would be massive. I just took one of my old concept models and dynameshed it in ZBrush to pretend to be my scan in the examples. It is very standard these days to receive a scan from on-set, or a concept-model from the art department for our task. This is also just my opinion and my workflow others may disagree with some things I say, but that is all good as long as the work gets done efficiently. I will just try to simulate the general gist of working in a studio. Ultimately all studios have their own pipelines and propriety tools and software they use. Some do allow the use of Modo and Max, etc., but it is not very common. I will be using Maya 2018 in these articles, as Maya is the default software used in all VFX houses for modelling. If we do not follow standard procedures within the studio, we run the risk of work being kicked back to be fixed - which then pushes our deadlines on other tasks, and pushes back all other department deadlines.

Being a modeller, we are at the very start of the pipeline, which means a lot of people will be picking up our work. It can be a high-stress environment, so the smoother everything flows between departments, the less headaches and work needs to be redone. We have incredibly tight deadlines trying to be hit by many artists in numerous departments - that all have to work together to deliver the final product. Making Incredible Hard Surface Models for the VFX Industryīeing prepared is extremely crucial when working in the film industry.
