"The Gnomon Workshop has a series of DVD's where he goes through some of his techniques, working on a number of sketches and paintings from start to finish.https://www.thegnomonworkshop.com/instructors/syd-mead"
"Could be worse... https://www.news.com.au/finance/work/at-work/hairraising-japan-bullet-train-staff-made-to-sit-by-tracks/news-story/f8d316d4a335c2bf215bae023ed9ee1a"
"edit: just noticed the mentioned 'UV tools'. One thing I'm curious about is animation. Keyshot is pretty limited in its capabilities, I wonder how Unreal stacks up."
""Maya/C4D (modeling, UV Mapping), Photoshop (traditional texture painting), Mudbox or Substance Painter(Direct model painting), and final materials and shaders always built via Unreal Engine 4".A workflow very familiar to those in the games industry. However, most industrial designers work in Solidworks/Rhino and do most viz work (including texturemapping) in Keyshot or build-in render solutions and want reasonable quality results in as little time as possible. I wonder how well-suited Unreal is for such purposes, where you basically import really heavy/dense meshes, don't have any useful UV coordinates to work with and sometimes require complex light bounces/refraction for glass parts.Also, how is lighting taken care of? Does it support HDR/EXR lighting, or are you required to work with 3D light geometry?I'm curious though, and most likely will give it a shot soon."
"Pretty obviously a copy, especially when you consider the names. But this does illustrate the problems with minimalistic or primitive based shapes. At some point you have to wonder how you could register a cylinder as a design and expect to defend your rights as a designer in court. "