Articles
Recreating a 19th Century Magneto-Electric Shock Machine for a Prop Challenge
11 September 2026 - Kyle Michel explains how he kept the poly count in Blender low without sacrificing detail in the Magneto-Electric Shock Machine project, discusses the actual math behind setting up a realistic Control Rig system in Unreal Engine, and shares his experience with Unreal Engine 5's Substrate material system.
Breakdown: Modeling a 3D Fantasy Character Based on a 2D Concept
10 September 2026 - Artem Bieliakov spoke about the creation process behind The Widow of Feathers project, explaining how he built the layered costume starting with a silhouette, how he refined the folds, seams, and the ornaments, and discussing how he created the bird and its feathers.
Modeling and Texturing a Fan Art of Alice from RAID: Shadow Legends
09 September 2026 - Dahye Han discussed the workflow behind the RAID: Shadow Legends Fan Art of Alice project, explaining how they aimed to preserve the character's game artwork while adding more realistic traits, and how they textured the leather and the rabbit's fur.
Mastering Wrinkly Skin Texture by Making an Old Medieval Dwarf in 3D
09 September 2026 - Nikita Popp explains how he created the Dwarf project, talks about the challenges of texturing aged skin, and discusses using the Paragon material for hair and feathers.
This 3D Animation of a Stylized Vampire Was Inspired by Marvel Rivals & Arcane
09 September 2026 - Mehdi Bounedjar recreated the character from Edwin Vorng's Stone Decay project.
Experimental Stylized 3D Tribute To Spider-Man: Brand New Day
05 September 2026 - Meet Dan Eder's Peter Parker.
How to Sculpt and Texture a 3D Fighter Character with ZBrush and Substance 3D
31 August 2026 - Josh Linao spoke about creating Iron Mitchell, a character inspired by fighting games like Mortal Kombat but with his own twist, and shared how he used Mike Tyson as a reference when sculpting the face.
Sculpting a Dark Fantasy Character with Clockwork Elements & Religious Imagery
27 August 2026 - Kang Jeong discussed the workflow behind the CLOCK SAINT project, explaining how he sculpted the character by dividing it into four sections and detailing how he managed the Metallic and Roughness values in the materials to achieve the religious look.
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.
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