How to Create Hair and Feathers for an Owl Harpy Character
07 August 2026 - Eugenia Zanina discussed the workflow behind the Owl Harpy project, focusing on how she created the hair and feathers using XGen, how she used a custom hair shader to make the feathers look soft and fluffy, and how she set up the lighting in UE5.
Creating a Detailed and Expressive Character Inspired by Cretan-Mycenaean Culture
04 August 2026 - Dmitry Bezrodniy spoke about the creation process behind the Ariadne character, discussing how he used MetaHuman to adjust the proportions, how he dressed the 3D scan, and how he turned AI output into usable ZBrush brushes.
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.
Breakdown: Creating a Star Wars-Inspired Arabian-Style 3D Scene with Sci-Fi Elements
29 July 2026 - Matvey Meleshko discussed the workflow behind the Ember Bazaar, talking about how he was inspired by Star Wars, how he created the canopies with Marvelous Designer, and explaining how he made the materials look more realistic.
You Won't Believe This Gachiakuta Manga Page Is Actually 3D
29 July 2026 - See how Adrian Horodyski, Paulo Soares, and Sara Kołodziejak did it.
Breakdown: Game-Ready Bloodborne's Old Hunter Fan Art
27 July 2026 - Victor Monge López discussed the workflow behind the Old Hunter fan art, explaining how he analyzed the concept by assigning different colors to major aspects, how he sculpted the face with asymmetry, and detailing how he used brushes and hair cards to create the hair.
How to Sculpt and Texture Props and Foliage for a Stylized 3D Scene
24 July 2026 - Sam Ailura spoke about the workflow behind the Cabin in the Woods project, explaining how she modeled each piece individually to assemble them, how she sculpted stylized props for the first time, and detailing how she managed to make the trees look fluffy and cute.
From Concept Art to UE5: Building a Stylized Catalonia-Inspired Town
24 July 2026 - Tai Le discussed the creation process behind the Stylized Catalonia Town, explaining how he made six initial concepts to define the direction of the environment and detailing how he made architecture kits in small, medium, and large sizes to create the building sections more easily.
Breakdown: Turning 2D Concept Art Into a Fantasy 3D Village Scene
17 July 2026 - Laney Desroches broke down the creation of The Secret Village, explaining every step of the process, from creating the mountains and modeling the church to placing foliage, lighting the scene, and compositing the final render for a natural look.
How to Create a Real-Time Character Inspired by Dishonored
17 July 2026 - Fransiscus Luis spoke about the Silas Rook project, explaining that he wanted to experiment with exaggerated, angular facial features and realistic texturing, and discussing how he created the dreadlocks with a natural flow and volume.
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