Maria Gehrke shared the workflow behind the Mechanic project, talked about the challenges she faced, and explained why UE5 was chosen instead of Marmoset Toolbag.
Francisco Viloria has shared the sculpting and texturing process behind Kestra – a stylized paladin from an indie game – and explained how the shining mace was made in ZModeler.
The Creative Trio team has released a new stylized Halloween pack for Blender, Unity, Unreal, and C4D.
Ali Mshasha talked to us about the recent Boat Diorama project, discussed the modeling process in Maya, and explained how the water shader was set up.
A Lighting Artist Igor Girko told us about the working process behind the Summer Vibes scene, talked about creating moving wires, and discussed the lighting setup.
Nathan Alderson discussed merging the Old with the New in the latest City at the Gates project, talked about blocking out the environment, and shared some thoughts on texturing in both Substance Painter and Designer.
Alex García Sandoval returned to tell us about the production process behind stylized Nidalee from the League of Legends and explain the importance of studying anatomy.
A Solution Consultant at Adobe Substance 3D Cino Lai discussed the Stylized Parametrized Forest project, talked about parametric assets, and explained the nuances of Substance Designer's procedural modeling workflow.
A VFX Artist Nathan Shipley has managed to give the famous "Jesus Scene" from The Big Lebowski stylized and cartoonish looks using Toonify.
Making a Steampunk Machine Gun in Fusion 360 & Substance 3D PainterKnowing what format you exported from Fusion would be awesome, was it...·
Making a Steampunk Machine Gun in Fusion 360 & Substance 3D PainterHow do you make/export low-poly versions from Fusion?·
A Closer Look at Texturing in Arcane Part 2That headline is a little bit of a catfish.
Making a Steampunk Machine Gun in Fusion 360 & Substance 3D PainterThis is amazing, I am very well versed in Fusion / Have tried several...·
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