Character Artist Rajitha Naranpanawa has shared the workflow behind the Autumn project, talked about setting up the skin, and explained how to use XGen to create and groom hair.
Founders and Directors of Indigo Studios Judit Hierro and Kim Planella have told us about the studio's past, present, and future projects and explained how they use Reallusion's Character Creator & iClone to design 30's-era characters.
Montassar Nahdi told us about the workflow behind the Fire Troll project and talked about redesigning the character while staying true to the original concept.
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.
The creator of JustSketchMe Herman Martinus has shared some behind-the-scenes facts about the tool's development, talked about its features, and explained how they work with the community.
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.
Check out Ting Xue's version of Jinx from Arcane and the League of Legends.
Aaron Hunwick shared the workflow behind the Giantstalker project, inspired by the World of Warcraft universe, discussed the grooming process, and told us how to achieve a more dramatic look.
Maria Gehrke shared the workflow behind the Mechanic project, talked about the challenges she faced, and explained why UE5 was chosen instead of Marmoset Toolbag.
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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