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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.

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

Creating a Thriller Animated Series with Hand-Drawn Textures in Blender

12 October 2026 - Animation studio BONI IS SCARED talked to us about creating EUTHANAZIES, a dystopian thriller animated series, using Substance 3D Painter, Blender, and Marvelous Designer, and discussed the project idea, tricks for combining 2D and 3D, and custom Geometry Nodes setups for cables and snow.

#Interviews#Animation#Blender#Marvelous Designer#Cinematics#Substance 3D Painter

Sculpting Nature-Inspired Bas-Reliefs on a Stone Wall in a Moody Ancient Forest Environment

30 September 2026 - Ilya Oskanyan explains how he saved time creating assets for the Heart of the Forest project, discusses the importance of finding the right focal length to make the scene look monumental without losing the details, and talks us through the tedious yet rewarding process of sculpting realistic bas-reliefs in 3D.

#Interviews#Blender#Marvelous Designer#ZBrush

Assembling Abandoned Middle Eastern Courtyard in 3D Using Pass-Based Workflow

18 September 2026 - Irmak Çavun talks about how the culture she grew up in inspired the Abandoned Middle Eastern Courtyard project, how she switched up her workflow in favor of a pass-based approach to save time, and how she created an efficient, quick-to-use material system.

#Environment Art#Interviews#Unreal Engine#Marvelous Designer#Maya#ZBrush#Substance 3D Designer

Modeling 3D Character with Medieval Fantasy & Post-Apocalyptic Elements

17 September 2026 - Seori Nam discussed the workflow behind the Princess of a Lost Planet character, explaining how she sculpted the face from a base mesh, how she built the clothes in Marvelous Designer, and detailing how she prioritized texel density and balanced the colors across the character.

#Character Art#Interviews#3ds Max#Marmoset Toolbag#Marvelous Designer#Photoshop#ZBrush#Substance 3D Painter
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Making a Recreation of Dr. Doom Using Unreal Engine and ZBrush

11 September 2026 - Patrick van Rooijen discussed the workflow behind the Dr. Doom project, explaining how he modeled the face and head using MetaHuman, detailing how he created the costume with ZBrush and Marvelous Designer, and how he added believable wear and tear to the cape.

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

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.

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

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.

#Character Art#Interviews#3ds Max#Marmoset Toolbag#Marvelous Designer#Photoshop#ZBrush#Substance 3D Painter

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.

#News#Animation#Blender#Marvelous Designer#Substance 3D Painter

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.

#Environment Art#Interviews#3ds Max#Unreal Engine#Marvelous Designer#ZBrush#Substance 3D Designer#Substance 3D Painter

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