Sophie Stübinger shared her process of creating a stylized backpack with hand-painted textures in Blender and setting it up for Sketchfab.
Kilian Baur did a breakdown of his Procedural Succulents project made in Houdini: math, leaf generation, soil variation, and more.
Jake Nolt did a breakdown of his stylized hard-surface project Submarine made with Maya, ZBrush, and Substance Painter.
Francesco Baldini did a breakdown of his retro prop project LONY Walkman made in Maya, ZBrush, and Substance Painter.
Denis Zadoeny did a breakdown of his personal project Revolver Redeemer: modeling, UVs, realistic textures, and presentation in Marmoset Toolbag.
Next-Gen Dreams 3D briefly talked about their team and prop art workflow as well as gave a few pieces of advice on modeling and optimization.
Davide Arena talked about the production of his Italian Army Backpack project creating in Zbrush, Maya, and Substance Painter.
Andrew Jacobs did a breakdown of his Mauser Magnum project: modeling tips, texturing process, lighting and post-process in UE4. Project is inspired by Simon Fuch and his tutorial on a Mauser C96
Dennis Nollen prepared a breakdown of his prop Aegis of Vigilance based on the Ashes of Creation concept and talked in detail about blockout, sculpting, retopology, LODs, and texturing.
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