MacDirectory Magazine

Stephen Hanson

MacDirectory magazine is the premiere creative lifestyle magazine for Apple enthusiasts featuring interviews, in-depth tech reviews, Apple news, insights, latest Apple patents, apps, market analysis, entertainment and more.

Issue link: https://digital.macdirectory.com/i/1299064

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stuff, so I became an Infantryman for the United States Army in 2004, two weeks after graduating high school. Six months later I was in Iraq helping fight the war on terrorism. After 8 years of service and two deployments later, I was ready for the next chapter in my life. That’s when I made use of my college aid and went to college to study game art and design. My passion for art reignited like an inferno — I was ready to learn with all cylinders fired up! From that point on, I knew I was where I was supposed to be. It didn’t take long for me to find my own path, and after just two years of college I stopped attending, so I could invest and focus all my time and effort into blazing my own trail. What challenges have you overcome as you’ve developed as a 3D artist? I think optimizing your product and taking advantage of the right tools for creating content in Daz has been the biggest challenge. Learning the large amount of programs a 3D artist needs to use has taken a large amount of time, but I wouldn’t consider it quite as challenging. All of those programs have a large and very solid foundation of learning aids. And though it has tons of functionality, Daz doesn’t have the same streamlined learning resources out there for artists to take advantage of: to learn about Studio, you have to know what you’re trying to learn and then you have to go searching for that exact thing. Many things I have learned are from videos that are only available to published artists. I love the Daz software, but learning new things can sometimes be difficult. What’s the most difficult thing about designing 3D models? Getting it to behave correctly in Daz, lol. It’s easy creating a static model that truly never gets tested outside of its basic pose. Daz will test all your models to their full potential, and they have to look good in each iteration. Much of that stuff is swept under the rug in video games as they don’t expect that much attention to detail from their player base. If something doesn’t look right in Daz, someone will let you know!

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