Mohamed Abdelbaki has told us about the workflow behind the Sci-Fi Tank project, talked about the challenges of combining different machines, and emphasized the importance of orthographs.
An Environment Artist Son Nguyen shared an extensive breakdown of the Last Stop project, explained how to combine different texturing methods, and revealed some worthy design principles of assembling a scene.
Vladimir Uryadov has shared the workflow behind the Mighty Mongrel Mob project, discussed the retopology process, and showed two texturing methods that are used in the film industry.
TheFriedturkey showed us the workflow behind the Securitron project, told us about a useful DynaMesh side effect, and talked about staying true to the original in-game model.
Andrew Averkin tells us about the workflow behind the Storyteller project, shares the story that was written for the project, and talks about working in Omniverse Create.
Let's get 2022 started with a breakdown of a beautiful Harry Potter scene in 3D by Patryk Urbaniak.
iToo Software released an update for RailClone – a parametric modeling tool for 3ds Max.
Freelance Character Artist Eugene Lukashevich has shared his story of becoming a Character Artist, told us how he joined the Diablo II: Resurrection team, and discussed the sculpting and hair-creation workflows behind the characters made for the game.
A Closer Look at Texturing in Arcane Part 2That headline is a little bit of a catfish.
NVIDIA's AI Confessed That It Will Never Be EthicalI've been waiting for this moment for a long time now, and I don&...·
Half-Life 2 Apartments Recreated in UNIGINEThank you for mentioning)·
Texturing a Post-Apocalyptic Car in Substance Painternice done :)·
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