Making an Ethereal, Moonlight-Inspired Fantasy Character in 3D
10 November 2026 - Alex Borkovskiy talks about developing the concept behind his cinematic personal project, Galatea, explains how he handled intricate texturing on the character's clothing and shoes, and comments on the lighting setup that helped him keep the textures stylized without looking plasticky.
Reimagining Street Fighter 6’s A.K.I. in ZBrush & Marmoset Toolbag
09 November 2026 - Jessie Chan showed us the workflow for the fan art of A.K.I. from Street Fighter 6, explaining how a symmetrical low-poly mesh linked to the posed high-poly sculpt in ZBrush made texturing in Substance 3D Painter easier, and how she lit the character in Marmoset Toolbag.
Recreating Vintage Dynamite Blasting Machine In 3D
05 November 2026 - Kyryl Zlotnyk walks us through the full process of creating an authentic DuPont Blasting Machine No. 20 in 3D, covering everything from reference gathering to rendering and animation, along with practical tips and resources.
Sculpting & Texturing a Semi-Realistic Lobo Bust with ZBrush & Substance 3D
30 October 2026 - Eric Liu showed his process of creating a semi-realistic version of DC's antihero Lobo, from sculpting in ZBrush to texturing in Substance 3D Painter and lighting in Marmoset Toolbag.
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.
Building an Abandoned, The Last of Us-Inspired Mediterranean House with Custom Materials
22 October 2026 - Barış Kılıç explains how he blended Mediterranean architecture with The Last of Us aesthetic in his Mediterranean Echoes scene, shares his trick for distributing polygons wisely, and reflects on the challenge of making a set of custom materials in Substance 3D Designer.
Creating Realistic Textures on an Old Woven Basket Decorated with Seashells
20 October 2026 - Shubham Vijay talks about the meticulous process of recreating an intricate pattern on a woven basket in 3D, breaks down the process of texturing several different surfaces, like rope and seashells, and explains how he integrated 3D scans of real-life objects into the project.
Gunfire Reborn's Dragonchaser Reimagined as Painterly 3D Asset in Wayfinder's Style
19 October 2026 - Max Osta showed us the workflow behind the Dragonchaser project, discussing recreating the gun from Gunfire Reborn in a painterly, Wayfinder-inspired style, sculpting wood planks and jade in ZBrush, building ropes with Blender modifiers and procedural textures, and rendering in Eevee.
Making Realistic Tileable Forest Floor Material Using Substance 3D Designer's Nodes
19 October 2026 - Zeqi Mu explains how he crafted the intricate, true-to-life forest floor texture in Substance 3D Designer, comments on how he achieved a believable root growth pattern, and shows his lighting and rendering setup for the Unreal Engine scene.
Sculpting Scales & Simulating Clothes for Creature Chef in ZBrush & Marvelous Designer
16 October 2026 - Yuriy Barchuk walked us through the workflow behind the Breakfast – Chef Extraordinaire project, discussing clothing simulation for a non-human character in Marvelous Designer, sculpting scales in ZBrush, and rendering in Unreal Engine 5.7.
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