Articles
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.
Deadlock-Inspired Candleman Animation for the Gauntlet of Gods Challenge
04 September 2026 - Check out Paraffin – a candle-headed creature designed by Folio for pwnisher's 3D Community Challenge.
Modeling and Texturing Assets and Foliage for a Detailed 3D Environment
28 August 2026 - Elie Paquiet discussed the workflow behind The Courtyard project, detailing how he made a modular building kit with 3m, 4.5m, and 6m scales, built his own multi-layer shader, and created the foliage using real plant photos as reference.
Creating an Alien Shaman CG Character Using ZBrush, Mari & Maya
26 August 2026 - Ronja Stucken discussed the workflow behind the Nymera project, explaining how she used real-world skin and anatomy references, sculpted from large to small forms, and used an Arnold skin shader for texturing.
New Marvelous Designer Update Lets Artists Rip, Pinch & Shape Fabric Like Never Before
24 August 2026 - The 2026.1 update, which released today, introduces the highly requested Seamline Ripping Tool alongside new Brush Pinching and Pinching Simulation Override features that give artists greater control over shaping garments directly in 3D.
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.
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.
Creating a Detailed and Expressive Character Inspired by Cretan-Mycenaean Culture
04 August 2026 - Dmitry Bezrodniy spoke about the creation process behind the Ariadne character, discussing how he used MetaHuman to adjust the proportions, how he dressed the 3D scan, and how he turned AI output into usable ZBrush brushes.
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.
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