Vincent Barbe shared a detailed breakdown of his organic UE4 scene Giant's End Village: modeling assets and trees in Blender, setting up textures and subtle animation, working on the storytelling aspect, and more.
Raveen Pathirana shared a detailed breakdown of his latest UE4 scene: sculpting a medieval house and huge fungi, texturing with Substance tools, working on composition, setting up fog and lighting, and more.
Andres Zambrano recreated Simon Belmont from Castlevania and talked about his sculpting, texturing, and lighting workflows for the character.
Kayla Lee talked about her small 3D diorama made in Maya, Substance Painter, and Marmoset Toolbag.
Michelle Kim shared the details behind the project Worker’s Room: recreating a vintage 1931 Royal typewriter, working out the right composition, enhancing the render, and more.
Jeroen Toma discussed his approach to creating game props for Baldur's Gate 3: modeling in Maya and geometry optimization, UVs, texturing in Substance Painter, and more.
We talked to a few artists from our RFP artist community about their desired jobs, how they work on their skills, and what are the three favorite software they choose to work in.
Don't miss a new series of guides from Substance Academy and Nikola Damjanov.
Amy Gowland discussed her small-scale project Primadonna and talked in detail about the process of texturing 3D assets in Substance Painter.
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