Breakdown: Sculpting and Animating a Detailed Evil Jester Character
13 August 2026 - Sia Melnychenko spoke about her workflow on the Evil Jester project, explaining how she sculpted the clothing, approached the makeup, and tackled the technical challenges involved in animating the character.
How Lunarium Blends Hand-Painted 2D Art With 3D Environments
12 August 2026 - Lunarium Director Jixiang explains how the team combines hand-painted 2D art, 3D geometry, custom lighting, and Unity tools to build its painterly isometric action RPG.
Stylized Take on Serie from Frieren That Feels Purely 2D
12 August 2026 - Mani Salguero shared his workflow behind his first Blender project, a 3D portrait of Serie from Frieren, exploring a digital-painting approach to texturing to capture a distinctly 2D feel.
Memoirium: Building a Soulslike Retro Game as a Solo Developer
12 August 2026 - GoldenGratus spoke about how they created Memoirium, a dream-like PS1-style action game inspired by Dark Souls and Bloodborne, how the combat and gear systems work, and what it was like developing it solo.
Torizon Telecom: An FPS Built Entirely out of Letters and Words
11 August 2026 - Yechan Choi spoke about the text-based FPS game Torizon Telecom, explaining how the idea started as a typing game, how the progression system works, and detailing how he managed to create the game as a Solo Developer.
Animaquina: Controlling Industrial Robots Inside Blender
11 August 2026 - We spoke to Luis Pacheco about the story behind Animaquina, from early experiments rigging robots with Blender's Python API to its real-world applications and how Geometry Nodes became the technical core of the project.
Turning 2D Concept Art into a Detailed Painterly 3D World
11 August 2026 - Angelo Ciervo took us behind the scenes of his process for creating a colorful, immersive stylized environment, from building modular pieces and hand-crafted trees to texturing the scene.
Turning a 2D Concept into a Real-Time 3D Medieval Village Scene
10 August 2026 - Beomsu Ko talked about the Disappeared Medieval Village project, explaining how they created a dark fantasy atmosphere with a subtle sense of hope while building the environment as a fully playable space using modular assets and tileable materials.
How to Sculpt and Texture a Stylized Wayfinder-Inspired Scythe
10 August 2026 - Artem Romanov discussed the workflow behind the Scythe project, explaining how he sculpted the organic "creature" and his approach to stylized PBR texturing and hand-painting the prop.
How to Create Hair and Feathers for an Owl Harpy Character
07 August 2026 - Eugenia Zanina discussed the workflow behind the Owl Harpy project, focusing on how she created the hair and feathers using XGen, how she used a custom hair shader to make the feathers look soft and fluffy, and how she set up the lighting in UE5.
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