Ovie Mukoro explains how he created a dreamy windmill step by step and breaks down the texturing of the main parts of the design.
Florian Neumann talks about the process of designing props from finding reference pictures to the final render and explains why the latter is a crucial step where you should never get lazy.
Cloé Molinari talked about creating a stylized diorama in Maya, Substance Painter and MT4 and told us about the importance of working in SP and Marmoset at the same time.
Vincent Boichut talks about the process of creating a 3D landscape using Maya, Unreal Engine, and Substance Painter and shares his favorite tutorials and tool packs that helped him design the breathtaking French countryside-inspired piece.
REALTIME team members discussed the behind-the-scenes of a 3D animation creation process and the subtleties of delivering comedy through animated videos.
Senior 3D Artist Abhas Dhulekar talks about the how-tos of mech art and shares the secrets of creating solid mech pieces.
Otávio Libório showed us the workflow behind the Ares – God of War project and recommended some books that will help any Character Artist with anatomy.
Alexey HRDesign shares the secrets of potion-making in 3D and shares his tips on tool customization.
Martin Carrillo talks through the intricacies of character design and explains why rushing into a project is the opposite of being productive.
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