James Thirlwell talked about his approach to modeling, texturing, and rendering a realistic vehicle 1968 Ford Mustang Fastback.
Moritz Mayer did a breakdown of his 3D weapon Sabre Assault Rifle talking about the specifics of the modeling workflow in CAD software, retopology, texturing in Substance Painter, and more.
Grab a tutorial on creating Star Wars-inspired hard surface details from Dete Art Resources.
Dmitriy Bely did a breakdown of his Chainsaw prop inspired by Wolfenstein II: idea search and weapon design, modeling, texturing, presentation in Marmoset Toolbag, and more.
Hector Sanz D'Ors and his colleagues from MercurySteam talked about the production of Kuzman Mech, one of the huge bosses in the game Spacelords.
Patrick Sutton shared a bunch of personal techniques for creating and presenting 3D weapons and discussed how amateur artists can improve their weapon design skills.
Olivier Pflaum shared a detailed breakdown of his project AKS-74U Zenitco covering every step from the boolean workflow in 3ds Max and ZBrush to presentation in Toolbag.
Jonas Roscinas released a hard-surface mesh tutorial.
Sergejs Karpovs talked about the production of his 3D vehicle project Polaris MRZR D4: modeling in 3ds Max and ZBrush, texturing with Substance tools, cloth simulation in Marvelous Designer, detailing, and more.
Is Blender Becoming An Industry Standard?Fantastic! Is this just with the edge slide tool or is it a fully glob...·
Is Blender Becoming An Industry Standard?George Garton, preserve Uv is now part of the blender·
Marmoset Toolbag 4 Beta TestGreat news indeed!
Could be nice to have UDIM\MultiTile UV baking o...·
Game Art Tests and How to Approach ThemNice article but I have to disagree with the idea that you shouldn...·
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