My name is Vadim Danilkov. I am a CG generalist with extensive experience (I’ve been in the industry since 2010). I’ve worked with THT, Gazprom, Kaspersky, MTC, VTB, Pyaterochka, AtomEnergoMash, Rosatom, Roscosmos, Siberian Generating Company, and over a hundred other companies in the local Siberian market (The companies listed above are Russia's largest companies). In my work, I’ve transitioned virtually all hard-surface modeling to the CAD environment. I founded the active MNP // Moi & Plasticity community, where I share clear and varied techniques, tips, and news for CAD software, and I’ve successfully taught over a hundred students to think in terms of volumes rather than polygons.
About the Course
In this mini-course, I’ll share my experience and show you that complex hard-surface modeling can be a blast!
Course Outline:
— Module 1: What Is CAD? Breaking Old Habits.
In this section, we’ll lay the foundation. You’ll understand why this software works differently and what “cheat code” advantages it offers a weapons artist.
— Module 2: The Main Difference Between CAD and Polygon Modeling.
We’ll break down how CAD eliminates the biggest headache for weapons artists when working with hard surfaces.
— Module 3: Hands-On Practice — The Holosun Sight. Basic Blocking
We’ll learn to model at the speed of thought. We’ll create the body of a collimator sight.
— Module 4: Hands-On — Under-Barrel Grip. Ergonomics and Chamfers
We’ll work with smooth, ergonomic shapes of firearm modules directly from reference images.
— Module 5: Conclusion. Integration into the WeaponArtist Pipeline
Key points about the pipeline and how to further refine the model in a traditional development workflow.
— Module 6: BONUS. Advanced Techniques (Deform and xNURBS)
We’ll learn how to work with details and explore more complex approaches to creating high-quality surfaces.
This mini-course will revolutionize your understanding of 3D. Stop struggling with meshes—focus on creating awesome weapon designs and let Plasticity handle the messy math!