logo80lv
Articlesclick_arrow
Talentsclick_arrow
Events
Workshops
Aboutclick_arrow
profile_login
Log in

Desirable Patina: How to Make Realistic Rust in 3D

24 September 2026 - Loic Anquetil explains why, with rust, studying the physical complexity of the material comes before anything else, shows that Substance 3D Designer is not as complicated as you might think, and demonstrates how his exploratory approach helped him create a diverse set of realistic rust materials.

#Interviews#Materials#Substance 3D Designer

Recreating the Interior of a Cafe in Hong Kong Using UE5 & ZBrush

24 September 2026 - Soyun Kang spoke about the creation process behind the Mido Cafe project, explaining the approach to hard-surface and organic props, texturing a vintage fridge with rust effects, and using directional light as the key light source.

#Environment Art#Interviews#Unreal Engine#Marmoset Toolbag#ZBrush#Substance 3D Designer#Substance 3D Painter

Designing a Functional-Looking Spy Drone with an Insect-Like Form

23 September 2026 - Sandro Bonfanti discussed the workflow behind the B.E.E. project, explaining how he built it from concept to functionality to silhouette, how he projected textures via Blender's Box projection, and how he staged product-shot-style scenes to make it look more realistic.

#Interviews#Props#Blender

Breakdown: How to Create a Hard-Surface Philips Radio with ZBrush & Substance 3D

23 September 2026 - Ravikanth Gupta discussed the workflow behind the Philips Radio, explaining how he used a repair video to understand the radio's wear and aging, modeled the organic details in ZBrush, and used six UV sheets plus UDIMs to prepare the asset for texturing.

#Interviews#Props#Unreal Engine#Maya#ZBrush#Substance 3D Painter

OZARK: Creating a Dark Story-Driven 2.5D Action-Horror Game

22 September 2026 - Alter-Boy spoke about the creation process behind their action-horror game OZARK, explaining how the project started as a technical experiment, how the fixed 2.5D camera shaped everything, and how the team approached the game's art pipeline.

#Interviews#Video Games#Game Development#IndieDev
Built for the Game & Digital Art Industry
Get Our Media Kit

Building a Medieval Encaustic Floor Tile Material Using Substance 3D & UE5

21 September 2026 - Alisa Prakapenka discussed the workflow behind the Medieval Encaustic Tiles, detailing how she built height maps, grout, pattern shapes, base color, and roughness using modular subgraphs to represent clean, broken, and damaged tile states and show historical wear and aging.

#Interviews#Materials#Unreal Engine#Substance 3D Designer

Creating a Stylized 3D Character of a Water Woman with Blender & Maya

21 September 2026 - Fabien Metais spoke about the creation process behind the Water Woman project, explaining how he modeled and sculpted the character in Maya without retopologizing, and detailing how he textured it by painting in black and white, then changing the entire color palette.

#Character Art#Interviews#Blender#Maya#Substance 3D Painter

Interview: How Cyberpunk 2077’s Night City Was Built Almost Entirely by Hand

18 September 2026 - CD PROJEKT RED’s art directors explain how Night City was handcrafted, how first-person gameplay shaped its scale and detail, why path tracing fit its lighting pipeline, and what Phantom Liberty changed.

#Interviews#3D Art#Environment Art#Video Games

Breakdown: Creating a Realistic 3D Environment of an Ankara Street

18 September 2026 - Nore Pollentier spoke about the creation process behind the Ankara Alley project, detailing how she gathered references of a real street in Ankara, how she created the tiling wall and road materials with Substance 3D Designer, and explaining how she achieved the cozy vibe.

#Environment Art#Interviews#Blender#Unreal Engine#Photoshop#ZBrush#Substance 3D Designer#Substance 3D Painter

Assembling Abandoned Middle Eastern Courtyard in 3D Using Pass-Based Workflow

18 September 2026 - Irmak Çavun talks about how the culture she grew up in inspired the Abandoned Middle Eastern Courtyard project, how she switched up her workflow in favor of a pass-based approach to save time, and how she created an efficient, quick-to-use material system.

#Environment Art#Interviews#Unreal Engine#Marvelous Designer#Maya#ZBrush#Substance 3D Designer

Subscribe to newsletter

Don't miss our weekly newsletter

icon
essential