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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

Sculpting a Dark Fantasy Character with Clockwork Elements & Religious Imagery

27 August 2026 - Kang Jeong discussed the workflow behind the CLOCK SAINT project, explaining how he sculpted the character by dividing it into four sections and detailing how he managed the Metallic and Roughness values in the materials to achieve the religious look.

#Character Art#Interviews#Blender#Marmoset Toolbag#ZBrush#Substance 3D Painter

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

Recreating Almalexia from The Elder Scrolls as a Cinematic Character

25 August 2026 - Margarida Coelho spoke about the creation process behind the Almalexia fanart, discussing how she sculpted the face, anatomy, muscles, and skin using custom brushes and hand-sculpting techniques, and explaining how she created the armor and the mask.

#Character Art#Feature#Maya#ZBrush#Substance 3D Painter#Arnold
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Creating a Stylized 3D Character Based on a 64×64 Pixel Sprite from Pokémon

24 August 2026 - Paul Thureau spoke about the creation process behind the Pokémaniac project, explaining how he translated a tiny 2D pixel into a 3D character, modeled it in pose, and detailed how he textured the eyes and clothes.

#Character Art#Interviews#Blender#ZBrush#Substance 3D Painter

Modeling & Texturing a Detailed Dormitory Scene with a Hand-Painted Style

24 August 2026 - Morgane Muller discussed the workflow behind the Spellbound Dormitory project, explaining how she divided the scene into individual elements and detailing how she hand-painted everything and achieved the illusion of translucency in the stained glass.

#Environment Art#Interviews#Blender#Unreal Engine#Substance 3D Painter

Breakdown: How to Design a Scarecrow-Turned-Human Character

19 August 2026 - Anna Cerutti discussed the workflow behind the Harvey project, explaining how it started, the importance of creating a story for the character, and detailing how she blended cartoonish proportions with realistic details.

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

Sculpting and Texturing a Fungal Creature Inspired by The Last of Us

19 August 2026 - Kamil Tondera spoke about the creation process behind the Fungal Creature project, explaining which tools he used to create the vines and bark elements, and detailing how he achieved the organic appearance with hand-painted materials.

#Character Art#Interviews#Blender#Unreal Engine#ZBrush#Substance 3D Painter

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

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