Bhanu Singh talked about the production of his first 3D weapon Wingman: sub-d modeling with smoothing groups, UVs, metal and wood materials, presentation in Marmoset Toolbag, and more.
Dmitry Radushinsky talked about his approach to the project The Elder: redesign, modeling, retopology, animation, cinematic presentation setup in Marmoset Toolbag, and more.
Patrick Sutton shared a bunch of personal techniques for creating and presenting 3D weapons and discussed how amateur artists can improve their weapon design skills.
Fabian Seager broke down his procedural Ornate Pattern material, talked about presentation in Marmoset Toolbag, and shared his way of learning Substance Designer.
Denis Zadoeny did a breakdown of his personal project Revolver Redeemer: modeling, UVs, realistic textures, and presentation in Marmoset Toolbag.
Bjørnar Aarset shared the production details of his Troll character and gave some general advice to the character artists.
Houdini Crowds – a set of tools by SideFX that works out-of-the-box for creating, animating and simulating characters at scale.
Enrico Tammekänd shared his personal take on Substance Designer and Substance Source, talked about his experiments, coloring, presentation, and gave some tips.
During CEDEC 2016 Capcom did a presentation about it’s most recent ‘RE Engine’ and discussed how this tech helps to use photogrammetry in its recent FPS Resident Evil game.
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