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.
3D Artist Shares a Tutorial on Creating Natural-Looking Muslce Jiggle
24 July 2026 - Loay Shaban used ragdoll dynamics to animate the creature.
Realistic Torso Deformation With RBF Muscle Rig
22 July 2026 - "100% bones, 0 blendshapes."
How to Turn a 2D Concept Into a Colorful and Lively 3D Environment
21 July 2026 - Anastasiia Manaeva discussed the workflow behind the Matsuri project, explaining how she studied references of traditional Japanese festival floats to make a believable scene and detailing how she achieved the lively atmosphere without adding people.
3D Artist Reimagines Fragonard's The Swing With Minions
21 July 2026 - Behold Juhee Park's masterpiece.
Breakdown: Turning 2D Concept Art Into a Fantasy 3D Village Scene
17 July 2026 - Laney Desroches broke down the creation of The Secret Village, explaining every step of the process, from creating the mountains and modeling the church to placing foliage, lighting the scene, and compositing the final render for a natural look.
How to Create a Real-Time Character Inspired by Dishonored
17 July 2026 - Fransiscus Luis spoke about the Silas Rook project, explaining that he wanted to experiment with exaggerated, angular facial features and realistic texturing, and discussing how he created the dreadlocks with a natural flow and volume.
Artist Shows Shape-Shifting Rig Built with SHAPES & Weight Drivers
17 July 2026 - Yuriy Fomin shared how he achieved a smooth transition.
Turning a Girl's Photograph Into a Stunning Hyperrealistic 3D Portrait
15 July 2026 - Lionel Verlinden discussed how he used Sefki Ibrahim's course to create a hyperrealistic real-time character based on a real-life photo, sharing his approach to capturing an Afro hairstyle wrapped in a turban.
Sculpting Character Armor with Human Face Motifs
14 July 2026 - Lana Makhsudyan discussed the workflow behind Azreal, the Angel of Death, explaining everything from sculpting the character's scarred face and designing the wing and armor to integrating it into Unreal Engine and utilizing the MetaHuman pipeline.
Subscribe to newsletter
Don't miss our weekly newsletter
Partners
Become a partner