DG: I started by building a base mesh of a human male in 3Ds Max. From there, I just went nuts in Zbrush. I used a lot of Dynamesh sculpting to get my base forms and proportions. Then I would do what's called retopologizing, which essentially cleans up the model so I can sculpt higher fidelity details. It's also how I manage to do hard surface stuff within Zbrush, since Zbrush is more tuned for organic sculpting.
DG: I actually just graduated from Digipen Institute of Technology in Redmond, WA with a BFA in Production Digital Art and Animation. I'm trained in classical art, I.E. Figure Drawing, Painting, and Sculpture; as well as 3D modeling, rigging, and animation. I put most of my focus in school on the 3D pipeline with a secondary focus on painting and drawing. As far as Software goes, when I take a model completely through a pipeline down to a game ready piece, I'll touch Zbrush, Maya, 3Ds Max, Photoshop, UV Layout, Xnormals and Crazy Bump somewhere in my pipeline.
DG: I just finished an Internship where I worked on some characters for a new game engine that's under development at Digipen's Research & Development Department. I'm currently looking for work.
DG: I definitely will be playing Destiny when it comes out and I know I'll have a Hunter. I've always been drawn to the stealthier, sniper classes in FPS games. I'm a gamer at heart and I absolutely love the idea of a sci-fi fantasy shooter.
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