Andrii Stadnyk did a detailed breakdown of his Lost Temple environment, shared his Blender workflow and approach to tweaking Megascans assets and gave a few tips on how to work in Blender.
Igor Dolinskiy did a breakdown of his Helicopter project inspired by Mad Max that was modeled in 3ds Max and ZBrush, rendered in Octane, and overpainted in Photoshop.
Edward Chee shared his experience of working in the game industry as an illustrator and concept artist, talked about his workflow for personal drawings, and gave some advice for aspiring artists.
Check out courses on environment concept art from Vladimir Somov and Christopher Schiefer. Whether you're a beginner or an experienced artist, you'll definitely find something useful.
Ajay Agrawal overviewed MODO, its tools for design and material production, internal renderer, and general workflow as well as gave some advice to those who want to learn the program.
Morgane Malville discussed her approach to creating 3D characters from concept art, talked about fundamental elements of 3D stylized art and mentioned her favorite software.
Zach Sharts did a breakdown on her concept-based stylized character, SKEEN girl, shared her workflow in ZBrush and discussed hair and clothes production.
Artem Kurenkov shared his thoughts on the benefits of using 3D workflow in concept art and described the way he integrates into his pipeline.
Gabriel Juarez talked about the production of his concept illustration Royal City in Blender and Photoshop created during the mentorship at CGVerse.
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Developing a Ski Open-World Game for MobileThank you for the interview
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