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.
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.
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.
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.
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.
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