Breakdown: How to Design a Scarecrow-Turned-Human Character
19 August 2026 - Anna Cerutti discussed the workflow behind the Harvey project, explaining how it started, the importance of creating a story for the character, and detailing how she blended cartoonish proportions with realistic details.
Morrigan Aensland From Capcom's Darkstalkers Reimagined In Realistic Style
19 August 2026 - Truly phenomenal work.
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.
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.
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.
Creating Intricate Filigree Metalwork Patterns for a Material with Substance 3D
31 July 2026 - Jinho Yum discussed the workflow behind the Ornamental Filigree project, explaining how he created the patterns by distorting basic shapes, adjusting the direction and intensity of the curves, and detailing how he made the gemstones.
Breakdown: How to Make a Weapon Look Realistic and Eye-Catching
30 July 2026 - Andrew Stokaliuk spoke about how to create a realistic and detailed weapon, explaining how to tessellate the prop, why and how to separate the model into various texture sets, and detailing how to work on each set to achieve an appealing look.
Breakdown: Creating a Star Wars-Inspired Arabian-Style 3D Scene with Sci-Fi Elements
29 July 2026 - Matvey Meleshko discussed the workflow behind the Ember Bazaar, talking about how he was inspired by Star Wars, how he created the canopies with Marvelous Designer, and explaining how he made the materials look more realistic.
Breakdown: Game-Ready Bloodborne's Old Hunter Fan Art
27 July 2026 - Victor Monge López discussed the workflow behind the Old Hunter fan art, explaining how he analyzed the concept by assigning different colors to major aspects, how he sculpted the face with asymmetry, and detailing how he used brushes and hair cards to create the hair.
Subscribe to newsletter
Don't miss our weekly newsletter
Partners
Become a partner