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Making an Atmospheric Garden of Dragons Scene with Procedural Texturing

28 October 2026 - Rebecca Ma discusses how she sculpted the intricate patterns on dragon statues with ZBrush's Make 3D tool, explains how procedural texturing in Maya and V-Ray helped her save time, and talks about how she created a water simulation and an atmospheric fog in Houdini.

#Environment Art#Interviews#Houdini#Maya#SpeedTree#ZBrush#Nuke

Recreating Marvel's Cyclops As Stylized Hand-Painted 3D Character

28 October 2026 - Daniil "Split" Voskressensky shared a breakdown of his first deep dive into Blender's shaders, modifiers, and render setup to create a fully hand-painted, comic-style 3D model of Cyclops.

#Character Art#Interviews#Blender#ZBrush

Interview: Konami Envisions Silent Hill Like a Premium TV Series With Various Game Formats

27 October 2026 - Silent Hill Producer Motoi Okamoto and Townfall Director Jon McKellan discuss creative freedom, first-person horror, narrative puzzles, authentic Scottish environments, and the franchise’s future.

#Interviews#Video Games#Game Development

Building a Stylized Mountain Cabin with Modular Assets and Custom Shaders

27 October 2026 - Arjun Perayil explains why blockout is the most important part of production, shows how he created a complex master shader for the cabin in Unreal Engine 5, and talks about the process of hand-sculpting stylized vegetation.

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

Building a Game-Ready Nordic Village Scene with Day & Night Lighting Setups

26 October 2026 - Danylo Kyslenko shares his tricks for saving time when building modular assets, explains how he made a custom Material Layer Blend function and used it for texturing, and demonstrates how he created fake interiors for the nighttime view of the environment.

#Environment Art#Interviews#Blender#Unreal Engine#Marvelous Designer#ZBrush#Substance 3D Designer#Substance 3D Painter
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Breakdown: Creating Five Stylized Materials in Substance 3D & UE5

26 October 2026 - Radu Sircu joined us to explain the process behind five stylized materials, from cracked earth and tiles to moss and notebooks, with step-by-step guidance and detailed node setups.

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

Bluey’s Simple 2D Look Required Gameloft’s Most Technically Challenging Art Pipeline

23 October 2026 - Gameloft Brisbane explains how Bluey’s Happy Snaps uses SDF textures, 2D planes, custom shaders, and Unreal Engine Control Rig to recreate the show’s hand-drawn style.

#Interviews#Blender#Character Art#Environment Art#Unreal Engine#Video Games#Game Development#Maya#Photoshop#Substance 3D Designer

On the Lookout for Games That Make You Feel Something: Raw Fury CEO on Game Publishing

23 October 2026 - Raw Fury CEO Pim Holfve explained how game publishing has changed over the years, commented on why indie publishing is in a good place, and revealed what the publisher looks for when deciding which pitches are worth a shot.

#Gamedev#Interviews#Video Games

How Tripo P2.0 & Astra Work Together in Blender and Unity

23 October 2026 - The Tripo team explains how its latest 3D-native foundation model, P2.0, and Astra streamline 3D creation, from asset generation and rigging to animation and integration with Blender and Unity, while discussing quality control and the role of human art direction.

#Interviews#AI#3D Art#Blender#Game Development#Unity

Playgama Sandbox Creates a Faster Route From Prototype to Players

23 October 2026 - Playgama explains how its Sandbox and MCP tools streamline browser game publishing, connect prototypes with real players, surface meaningful performance data, and help developers iterate more quickly.

#Interviews#AI#Game Development#IndieDev#Business

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