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How to Create a Haribo-Style Translucent Jelly Bear Candy Material

08 September 2026 - QiYu Dai (Aiden) spoke about the creation process behind the Haribo Bear Candy project, explaining how he modeled the bear shape using shapes like ellipsoids, spheres, and cylinders, and detailing how he achieved the translucency with color layering.

#Interviews#Materials#Substance 3D Designer

Creating 3D Scene of Decaying Orthodox Church in Swamp

03 September 2026 - Nicolas Pablos discussed the workflow behind the Cult of the Tsar Fish project, explaining what inspired the scene, how he used a detailed sculpt-to-texture pipeline with ZBrush and Substance 3D Designer, and detailing how he built layered swamp vegetation from scratch.

#Environment Art#Interviews#Blender#Unreal Engine#Maya#SpeedTree#ZBrush#Substance 3D Designer#Substance 3D Painter

Turning a 2D Illustration into a 3D Environment with a Hand-Painted Look

01 September 2026 - Shuming Zhang spoke about creating The WoodLand Pizzeria, covering his experiments with seasons and times of day and his exploration of procedural workflows to recreate the feel of hand-painted artwork.

#Environment Art#Interviews#Unreal Engine#Maya#SpeedTree#ZBrush#Substance 3D Designer#Substance 3D Painter

Modeling and Texturing Assets and Foliage for a Detailed 3D Environment

28 August 2026 - Elie Paquiet discussed the workflow behind The Courtyard project, detailing how he made a modular building kit with 3m, 4.5m, and 6m scales, built his own multi-layer shader, and created the foliage using real plant photos as reference.

#Environment Art#Interviews#3ds Max#Unreal Engine#Marvelous Designer#ZBrush#Substance 3D Designer#Substance 3D Painter

Building a Procedural Shell Grotto with Substance 3D Designer & Unreal Engine

28 August 2026 - Coraline Lyu spoke about the creation process behind the Shell Grotto project, explaining how she aimed to capture the identity of the Shell Grotto in England, how she built two separate node-based systems, and detailing how she assembled the ornamental wall patterns.

#Environment Art#Feature#Unreal Engine#Maya#Megascans#Substance 3D Designer#Substance 3D Painter
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Creating an Alien Shaman CG Character Using ZBrush, Mari & Maya

26 August 2026 - Ronja Stucken discussed the workflow behind the Nymera project, explaining how she used real-world skin and anatomy references, sculpted from large to small forms, and used an Arnold skin shader for texturing.

#Character Art#Interviews#Marvelous Designer#Maya#ZBrush#Substance 3D Designer#Substance 3D Painter#Nuke

3D Artist Reimagined Half-Life 2's Headcrab With Unreal Engine 5's Substrate

14 August 2026 - Emanuel Pessel documented his entire process in a 62-page breakdown.

#News#3ds Max#Unreal Engine#ZBrush#Substance 3D Designer#Substance 3D Painter

Procedural Stone Passage Built with a Custom Houdini HDA in Unreal Engine 5

13 August 2026 - Take a behind-the-scenes look at this photorealistic 3D scene.

#News#3D Art#Environment Art#Unreal Engine#Houdini#Substance 3D Designer

Turning 2D Concept Art into a Detailed Painterly 3D World

11 August 2026 - Angelo Ciervo took us behind the scenes of his process for creating a colorful, immersive stylized environment, from building modular pieces and hand-crafted trees to texturing the scene.

#Environment Art#Interviews#Blender#Unreal Engine#Marmoset Toolbag#Photoshop#ZBrush#Substance 3D Designer#Substance 3D Painter

How to Build a Stylized and Painterly Scene Inspired by Impressionist Art

04 August 2026 - Boyoon Kim discussed the workflow behind The Green House project, detailing how she used a two-part fog system for softening contrast and reinforcing depth separation, and explaining how seeing the project as a single painting helped create a more cohesive scene.

#Environment Art#Interviews#3ds Max#Unreal Engine#SpeedTree#ZBrush#Substance 3D Designer#Substance 3D Painter

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