Feature
Developing Tools for Large-Scale 3D Game Environments
04 September 2026 - Jolan Huijskes discussed a suite of Blender and Unreal Engine 5 tools he built to create a fully playable game environment, envisioning a desert biome for Saros.
New Native Retopology Modifier For 3ds Max Released
03 September 2026 - retoPoly lets you create and edit topology directly on your high-res mesh, using brushes and other handy tools. We asked its developer, Mihail Lupu, to explain how it works.
Building a Procedural Shell Grotto with Substance 3D Designer & Unreal Engine
28 August 2026 - Coraline Lyu spoke about the creation process behind the Shell Grotto project, explaining how she aimed to capture the identity of the Shell Grotto in England, how she built two separate node-based systems, and detailing how she assembled the ornamental wall patterns.
Breakdown: How Houdini Is Reshaping Commercial Animation
25 August 2026 - Ezequiel Grand discussed how Houdini transformed his approach to commercial animation and VFX, explaining what pushed him to build a procedural house generator, covering some of the major projects he has worked on, and detailing six tips for building efficient procedural setups.
Recreating Almalexia from The Elder Scrolls as a Cinematic Character
25 August 2026 - Margarida Coelho spoke about the creation process behind the Almalexia fanart, discussing how she sculpted the face, anatomy, muscles, and skin using custom brushes and hand-sculpting techniques, and explaining how she created the armor and the mask.
Creating a Custom Motorcycle System for Unreal Engine 5
24 August 2026 - Ihor Fridman discussed how he built a custom motorcycle system for his own game, explaining how the physics of a motorcycle's stability work, how he treated the bike and rider as one system, and sharing some of the lessons from the project.
Building a Hero Garment From Real-World Data
21 August 2026 - Joseph Deese explains how Render Ready uses real-world garment scanning instead of digital cloth simulation and how it uses custom poseable mannequins for physical capture.
Inside a Custom Facial Animation Pipeline for an Indie Horror Short
14 August 2026 - Jev Belyaev broke down the workflow behind his animated horror shorts, explaining how he combines a custom facial animation system with reusable FACS shapes to handle everything from facial shapes to eyes and jaw tracking.
Game Studios Are Moving Beyond Legacy Version Control, and Here's Why
04 August 2026 - Diversion is positioning itself as a scalable, modern alternative to legacy version control options like Perforce and Git for teams working with Unreal, Unity, large files, and creative pipelines
How Grabbit 2 Simulates Physics Inside the Unity Editor
03 August 2026 - William Besnard spoke about Grabbit 2, a Unity Editor plugin for level design and set dressing, explaining how it works, the technical challenges, how collisions are handled, the lessons from Grabbit 1, and the five interactive modes.
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