How Students Take Their Animations from the Classroom to Disney+ at ESMA
09 April 2026 - ESMA breaks down how collaboration, artistic fundamentals, and production workflows help student films reach global streaming quality.
How to Sculpt & Texture Juri Han from Street Figther 6 in a Dynamic Pose
09 April 2026 - June Iec discussed the workflow behind the Juri Han project, talking about how it was created for a challenge, the obstacles she faced while posing the character and how she overcame them, and her approach to sculpting the hair into a dynamic look.
Reinterpreting a 2D Concept in Three Dimensions Using Blender & Substance 3D
09 April 2026 - Rubiano Basquera talked about the creation process of the System Error project, explaining what his inspirations and references were, and detailing how he modeled the character and handled the texturing with different materials.
How a Solo Developer is Building a Classic CRPG in Unity
08 April 2026 - Solo developer Rob Koska of Sawtooth Games breaks down how classic tabletop systems, modular architecture, and available tools power his modern party-based RPG, Revenge of the Firstborn, using Unity. Demo out now.
Turning a 2D Illustration of a Woman Holding a Dragon Into a Detailed 3D Model
08 April 2026 - Max Zhaivoronok discussed the workflow behind the Ashiya project, talking about how he modeled the woman's body and the dragon, how he used FiberShop and Blender to create the hair, and explaining how he used color to make the character visually appealing.
Combining PBR & Hand-Painted Texturing in Stylized New York Cafe Scene
08 April 2026 - Marina Melo talked to us about the NY Cafe project, discussing translating a stylized 2D concept into 3D, from modeling in Maya to a texturing approach that blends PBR workflows with hand-painted techniques using Substance 3D Painter.
Creating a Painterly-Like and Stylized Environment Inspired by Howl's Moving Castle
07 April 2026 - Frankie Povarchik talked about the pipeline for the Howl's Cottage project, sharing how it was a transition to Unreal Engine 5, building the scene entirely from scratch, and detailing how he made the texture materials with a painterly look.
Why Nightdive Focuses on 'How You Remember It' in Video Game Remasters
07 April 2026 - Nightdive Producer Grover Wimberley discusses balancing nostalgia with modern expectations, working with modding communities, and choosing which games to bring back.
Modeling & Texturing a Kiosk Inspired by East European Towns in the Early 2000s
07 April 2026 - Daniil Gibbs talked about the Kiosk project, explaining how the idea started as an asset, detailing how the objects were modeled, adding details like corrugated sheets and window bars, and showing how he textured every element of the scene.
How to Design an Environment Mixing Coziness with Cyberpunk Vibes
07 April 2026 - Göktuğ Yılmaz discussed the workflow behind The Fabricator's Apartment project, explaining how he started the scene by placing the camera and adding basic figures, which Blender add-ons he used to model the robotic arms, and how to light a dark indoor environment.
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