Creating Retro Scene with Blender, ZBrush & Substance 3D Painter
Maria Alekseeva showed the workflow behind the "Where does the childhood go?" project, explained how the TV and PlayStation were created, and shared the story behind the scene.
Making a WW2-Era Vehicle With Blender, Substance 3D Painter & Marmoset Toolbag
Jakub Piotrowski has walked us through the production process behind the Volkswagen Kübelwagen Type 82 project, explaining how the WW2-era car was modeled, retopologized, textured, and rendered.
Recreating Nintendo Game Boy Color in Blender & Adobe Illustrator
Matthew Gilbert shared the workflow behind the Nintendo Game Boy Color project, explained how the plastic material was made, and talked about the texturing process.
Preparing a 3D Model From Photos: Photogrammetry in the Preservation of Cultural Heritage Objects
3D Generalist Marcin Solarz has shared a comprehensive breakdown of the Black Chasuble project, explaining how the asset was made using ZBrush, RealityCapture, and Substance 3D Painter.
Modeling a Retro TV Camera Using Plasticity & Substance 3D Painter
Bohdan Lvov shared the process of creating the Doctor Who-inspired Marconi Mk III TV camera, discussed telling a story through textures, and showed the rendering approach.
Recreating Death Stranding's Delivery Bot in 3ds Max & Substance 3D Painter
Jérôme Bussat shared the working process behind the Delivery Bot, explained how the dirt and damages were done, and showed the rendering process.
Deep Dive Into Creating Photorealistic Weapons – Kevuru Games Experience
The Kevuru Games team has told us how their Weapons Department approaches the creation of realistic weapons, explained why it is more difficult to model sci-fi than realistic weapons, and shared why artists themselves visit a shooting range and learn to shoot.
Texturing an Aged Phone Booth with Substance 3D Painter
Íñigo Cebollero shared a short breakdown of the Worn Phone Booth Telefonica, spoke about decal techniques that he used, and discussed the challenges of texturing work.
Creating a Custom Motorbike Scrambler in Maya, Substance 3D Painter & UE5
Zachary Allen shared a short breakdown of the BMW R9T Scrambler Motorbike project, spoke about his creative approach to making game assets, and gave some tips on preparing for building complex models.
- 1DragGAN: A New Method for Manipulating Generated Images
- 2OpenAI CEO Sam Altman Believes the Era of Remote Work is Over
- 3MOUSE: An Upcoming First-Person Shooter With Old-School Disney Art Style
- 4Massive Layoffs and Budget Cuts Are Coming to Intel
- 5Redfall's Sadie Boyd: "I Didn't Anticipate My Peers Openly Mocking the Difficult Launch"
- 6David Jaffe Surprised by Lack of Critical Reviews for Tears of the Kingdom's Graphics
David Gaider: Developers Will Invest Significant Effort in AI-Based Dialogue Games, Yet Face FailureDragon Age isn't better than AI tho... 😂·
Duke Nukem Remastered Developer Apologized for Using AI ArtAI rulez. I am desperately waiting when game makers finally embrace Ge...·
Highly-Realistic Coastline Set Up in UE5 With Fluid Flux 2.0Beach waves are super amazing.·
XLA Reveals MetasitesLouvado seja o nosso Senhor.·
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