Creating Hyperrealistic Wood Material for Weapons in Substance 3D Painter
David Oroian, Weapons & Hard Surface Artist at AMC Ro Studio, walked us through the process of making a wood material for a rifle, showed the steps of color correction, and explained how he adds personality to the textures to make the result realistic.
Creating Weapons for a Mobile Game in ZBrush & Marmoset Toolbag
Oleksandra Sokol has shared the working process behind the props made for World War 2: Battle Combat and gave some tips for beginner artists.
Recreating a Gold-Inlaid Revolver in 3ds Max & Substance 3D Painter
Maria Savelyeva talks about the workflow behind the Gold-Inlaid Colt 1849 Pocket Revolver project, shares how the intricate engravings were made, and discusses the texturing process.
Creating an Aiming Laser with Narrative Texturing
Dmytro Mykhailyk talked about the workflow behind the DBAL-A2 Project, shared the narrative texturing process, and explained the rules of creating an object's story.
Creating Weapons for Cyberpunk 2077
Csaba Szilagyi talked about creating weapons and vehicles for Cyberpunk 2077, discussed the workflow, and shared a piece of advice with aspiring Props Artists.
Modeling and Texturing a Steampunk Pneumatic Rifle
Oleksandra Sokol discussed how she created a 3D weapon based on Anton Lavrushkin's The Order: 1886 fan art piece.
Unity Digest: Weapons for Games
Check out 5 Unity packs with weapons for games in different styles.
Studying Weapon Art: Reference, SubD Modeling, Texturing
Jay Travers shared his general approach to 3D weapons and some tips gathered along the way as well as talked about education and experience with Marmoset Toolbag.
Recreating Wingman from Apex Legends in Maya and Substance Painter
Bhanu Singh talked about the production of his first 3D weapon Wingman: sub-d modeling with smoothing groups, UVs, metal and wood materials, presentation in Marmoset Toolbag, and more.
- 1DragGAN: A New Method for Manipulating Generated Images
- 2OpenAI CEO Sam Altman Believes the Era of Remote Work is Over
- 3MOUSE: An Upcoming First-Person Shooter With Old-School Disney Art Style
- 4Massive Layoffs and Budget Cuts Are Coming to Intel
- 5Redfall's Sadie Boyd: "I Didn't Anticipate My Peers Openly Mocking the Difficult Launch"
- 6David Jaffe Surprised by Lack of Critical Reviews for Tears of the Kingdom's Graphics
David Gaider: Developers Will Invest Significant Effort in AI-Based Dialogue Games, Yet Face FailureDragon Age isn't better than AI tho... 😂·
Highly-Realistic Coastline Set Up in UE5 With Fluid Flux 2.0Beach waves are super amazing.·
OpenAI CEO Sam Altman Believes the Era of Remote Work is OverProbably Sam never had to take a subway and a bus, commute for 2h to g...·
OpenAI CEO Sam Altman Believes the Era of Remote Work is OverMy current company has been fully remote for over 20 years, hopefully...·
Join thousands of game designers and keep track of your subscriptions