Breakdown: How to Create a Hard-Surface Philips Radio with ZBrush & Substance 3D
23 September 2026 - Ravikanth Gupta discussed the workflow behind the Philips Radio, explaining how he used a repair video to understand the radio's wear and aging, modeled the organic details in ZBrush, and used six UV sheets plus UDIMs to prepare the asset for texturing.
Breakdown: How to Create a Detailed ICA Dresden Folding Plate Camera
22 September 2026 - Rajan Verma discussed the workflow behind the ICA Antique Folding Plate Camera, explaining how he created it for a 3D art challenge that earned him first place and detailing how he built a fictional backstory and textured each part to make it look more realistic.
Creating a Stylized 3D Character of a Water Woman with Blender & Maya
21 September 2026 - Fabien Metais spoke about the creation process behind the Water Woman project, explaining how he modeled and sculpted the character in Maya without retopologizing, and detailing how he textured it by painting in black and white, then changing the entire color palette.
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.
Over 25 Free Maya Animation Tools From Game Dev Animator
18 September 2026 - KeyFlow combines a standalone desktop app for video reference and team reviews with some handy tools.
One-Time Purchase Sculpting Tool For Maya Inspired By ZBrush
17 September 2026 - Morteza Ahmadi has launched a complete, GPU-accelerated solution.
This Stylized 3D Fish Fountain Looks Like it Belongs in a Lively Old Town
14 September 2026 - It looks so soothing.
Turning a 2D Illustration into a Realistic Two-Character 3D Piece
14 September 2026 - Anna Smirnova spoke about the creation process behind the No Mercy project, explaining how she used base meshes for both the body and the head, and detailing how she built detail directly into the textures rather than relying on procedural shaders.
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.
This Mecha Centaur's Lance Attack Is Pure Animation Eye Candy
11 September 2026 - Martin Chang is back.
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