Creating Intricate Filigree Metalwork Patterns for a Material with Substance 3D
31 July 2026 - Jinho Yum discussed the workflow behind the Ornamental Filigree project, explaining how he created the patterns by distorting basic shapes, adjusting the direction and intensity of the curves, and detailing how he made the gemstones.
Breakdown: Creating a Star Wars-Inspired Arabian-Style 3D Scene with Sci-Fi Elements
29 July 2026 - Matvey Meleshko discussed the workflow behind the Ember Bazaar, talking about how he was inspired by Star Wars, how he created the canopies with Marvelous Designer, and explaining how he made the materials look more realistic.
How to Sculpt and Texture Props and Foliage for a Stylized 3D Scene
24 July 2026 - Sam Ailura spoke about the workflow behind the Cabin in the Woods project, explaining how she modeled each piece individually to assemble them, how she sculpted stylized props for the first time, and detailing how she managed to make the trees look fluffy and cute.
From Concept Art to UE5: Building a Stylized Catalonia-Inspired Town
24 July 2026 - Tai Le discussed the creation process behind the Stylized Catalonia Town, explaining how he made six initial concepts to define the direction of the environment and detailing how he made architecture kits in small, medium, and large sizes to create the building sections more easily.
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.
Atmospheric UE5 Environment with Stone Sculpts & Autumn Foliage
21 July 2026 - Jensn Trevino created all assets from scratch.
Behind Creation of Nitro Express Checks and Balances Skin for Hunt: Showdown 1896
10 July 2026 - Alexander Sheynin explained how he created the Nitro Express Checks and Balances Skin for Hunt: Showdown 1896, going over the intricate golden details and showing the material setup.
Sculpting and Texturing a Stylized 3D Environment with Autumn Vibes
03 July 2026 - Lili Brujin spoke about the workflow behind the Evergrove project, explaining how she followed the concept, how she added the mountains to accentuate the main building, and detailing how she used four different materials and RGB masking to texture the houses.
Breakdown: Creating a Detailed and Vibrant Scene with Unreal Engine and Substance 3D
01 July 2026 - Karl Aldskogius discussed the workflow behind the Sunset Garden project, explaining how this project allowed them to experiment with different workflows, how they created the stones, and detailing how they achieved the appearance of the wisteria.
Setting Up Vegetation for Alien Island in 3D
26 June 2026 - See how Morgane Muller created diversity in the 3D vegetation for a savannah on an alien island in this breakdown, where she talks about various plants and their texturing.
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