logo80lv
Articlesclick_arrow
Talentsclick_arrow
Events
Workshops
Aboutclick_arrow
profile_login
Log in

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.

#Character Art#Interviews#Marmoset Toolbag#Marvelous Designer#Maya#ZBrush#Substance 3D Painter
#News#Blender#Marmoset Toolbag#ZBrush

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.

#Character Art#Interviews#Unreal Engine#Marmoset Toolbag#Marvelous Designer#Maya#Photoshop#ZBrush#Substance 3D Painter

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.

#Environment Art#Interviews#Blender#Unreal Engine#Marmoset Toolbag#Photoshop#ZBrush#Substance 3D Designer#Substance 3D Painter

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.

#Interviews#Props#Blender#Marmoset Toolbag#ZBrush#Substance 3D Painter#RizomUV
Built for the Game & Digital Art Industry
Get Our Media Kit

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.

#Interviews#Unreal Engine#Marmoset Toolbag#Maya#ZBrush#Substance 3D Painter

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.

#Interviews#Materials#Marmoset Toolbag#Substance 3D Designer

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.

#Feature#Props#Blender#Marmoset Toolbag#Substance 3D Painter

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.

#Environment Art#Interviews#Blender#Unreal Engine#Marmoset Toolbag#Marvelous Designer#Maya#ZBrush#Substance 3D Designer#Substance 3D Painter#RizomUV

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.

#Character Art#Interviews#Marmoset Toolbag#Maya#Photoshop#ZBrush#Substance 3D Painter

Subscribe to newsletter

Don't miss our weekly newsletter

icon
essential