The character was made using ZBrush, 3ds Max, Substance 3D Painter, Marvelous Designer, and Marmoset Toolbag.
Level Artist Xiaoyu Cui has shared a comprehensive breakdown of his photogrammetry workflow, explained how to create models using RealityCapture and render them in Unreal Engine, and spoke about getting started with photo-scanning.
The designs were made by Andrew Zinchenko using 3ds Max and KeyShot.
The creator has also shared an in-depth breakdown of the project.
Simon Trümpler showed how some of the visual effects in the 2017 puzzle adventure RiME were made.
The project was made by Georgian Avasilcutei.
It lets you directly load a USD stage without having to import data, while an SDK allows you to control how the exporter translates data from 3ds Max into USD.
Taufeeq Ali talked about the working process behind the Antique Brass Blowlamp project, explained how the brass material was made, and shared some resources for beginner artists.
Maria Savelyeva talks about the workflow behind the Gold-Inlaid Colt 1849 Pocket Revolver project, shares how the intricate engravings were made, and discusses the texturing process.
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