Manu Herrador did a breakdown of the character Viking he made during the CGMA's course Character Creation for Film/Cinematics and drew a couple of parallels between the character art workflows for video games and cinematics.
Baj Singh did a breakdown of his recent game-ready character Dandelion made in 3ds Max and ZBrush: sculpting, creating accessories, texturing, and more.
David Letondor talked about modeling realistic watches for production and creating robotic projects including Reckoning for League of Legends.
Armen Pamokdjian talked about his recent Facial Gym project and shared basic rigging workflow to help you get started.
Dennis Rocha also known as Durcot shared the process of creating a stylized character Dragonfish Summoner based on Varguy art.
Elena Nikolova shared the animation workflow, discussed the challenges of working on characters in Phoenix Point and talked about the Akeytsu software and its advantages.
Learn how to sculpt anatomically correct characters in ZBrush with these Cubebrush tutorials.
Mohanad Hossam talked about the production of realistic characters: anatomy, facial sculpting, hair, lighting scenarios, and more.
Cherylynn Lima recently published her new amazing character project with a little breakdown on it. Take a look!
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