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This Soft-Body Simulation Can Cut, Peel & Break Objects in Real Time

12 October 2026 - KAIST researcher Jewoo Shin explains how OmniBody combines ellipsoidal particles, local XPBD constraints, and GPU parallelization to simulate deformable and destructible objects without global solvers or remeshing.

#Interviews#Research#Rendering

Creating a Thriller Animated Series with Hand-Drawn Textures in Blender

12 October 2026 - Animation studio BONI IS SCARED talked to us about creating EUTHANAZIES, a dystopian thriller animated series, using Substance 3D Painter, Blender, and Marvelous Designer, and discussed the project idea, tricks for combining 2D and 3D, and custom Geometry Nodes setups for cables and snow.

#Interviews#Animation#Blender#Marvelous Designer#Cinematics#Substance 3D Painter

This Rhythm RPG Was Rebuilt Three Times During Its 10-Year Development

09 October 2026 - Nocturne developer Ben Pracy explains how the rhythm RPG evolved over 10 years, why it was rebuilt three times, and how its combat, tools, pixel art, and live orchestral music were created.

#Gamedev#Interviews#Video Games#IndieDev

How to Build an Atmospheric Stylized Lighthouse Scene with a Custom Modular Set

09 October 2026 - Albert Serrano explained how he created tileable materials for the scene, shared his tips on ensuring smooth blending between different materials, and talked about how he made an atlas of hand-sculpted plants to create stylized vegetation.

#Environment Art#Interviews#Blender#Unreal Engine#ZBrush#Substance 3D Designer#Substance 3D Painter

Creating 3D Fan Art Of Elite Imperial Soldier From Warhammer 40,000

09 October 2026 - Hakan Kamar shares how he built a Tempestus Scion in Blender and ZBrush, with XGen hair and an Unreal Engine 5 scene, from blockout to final render.

#Character Art#Interviews#Blender#Marmoset Toolbag#ZBrush#Substance 3D Painter
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How Silver Pines Used Rotoscoping to Create Its Unsettling Horror

08 October 2026 - Wych Elm breaks down Silver Pines’ handmade art pipeline, including 1,800 character frames, rotoscoped monsters, photo-based textures, billboard environments, and a two-person level team.

#Interviews#Animation#Video Games#Game Development

How to Make a Stylized Game-Ready Minecart Prop Using Hand-Painted Textures

08 October 2026 - Raphael Fabris shares his tips on saving time and preserving the look of the scene when jumping between 3D applications, and explains why, in some cases, creating a new topology during unwrapping is better than using the one from the blockout stage.

#Interviews#Props#Unreal Engine#Marmoset Toolbag#Maya#ZBrush#Substance 3D Painter

How to Create a Weathered Toolbox for S.T.A.L.K.E.R. 2: Cost of Hope

07 October 2026 - Vitaliy Kovalchuk spoke about crafting an interactive toolbox that players can find in the S.T.A.L.K.E.R. 2: Cost of Hope DLC, explaining how he modeled it, with a focus on fabric simulation, and gave it a weathered look through texturing.

#Interviews#Props#Video Games#Game Development#Photoshop#Substance 3D Painter

Making a Co-Op Survival Horror with Lovecraftian Creatures Set in Antarctica

07 October 2026 - Nord Unit's Co-Founder and CEO Fedor Danilov talks about what inspired the visuals and mechanics of UNFROST, explains how and why they changed the movement of the main in-game enemy once the prototype was built, and sheds light on the team's Unity workflow.

#Gamedev#Interviews#Video Games

Veteran Game World Designer Explains Why Bigger Game Worlds Aren’t Always Better

06 October 2026 - Veteran World Designer Nathan Cheever explains how traversal speed, encounter density, reusable spaces, and production resources determine how large a game world should actually be.

#Interviews#Video Games#Game Development#Level Design

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