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How to Recreate Saber from Type-Moon's Fate/Stay Night in 3D

06 October 2026 - Sarah Paiva talks about how she approached her BJD doll-inspired project, shares how she used simple shapes to sculpt the character, and explains how she treated gold elements in her artwork to achieve realistic texturing.

#Character Art#Interviews#Marmoset Toolbag#ZBrush

Breakdown: Building Lived-In Stylized Viking Environment In 3D

05 October 2026 - Tulika Roy took us behind the scenes of her stylized house scene, offering a glimpse into a quieter side of Viking life while sharing her workflow and lessons learned in hand-painted texturing, foliage, and more.

#Environment Art#Interviews#Unreal Engine#Maya#ZBrush#Substance 3D Painter

Check Out Astridr's Character Model From Senua's Saga: Hellblade 2

03 October 2026 - Take a look at Gabriel Dias Maia's work and explore more characters created by the Ninja Theory team.

#Character Art#News#Unreal Engine#Maya#ZBrush#Substance 3D Painter

Recreating Armenia's Natural Monument Made up of Basalt Columns in 3D

02 October 2026 - Artur Artinian explains how the iconic organ-shaped natural monument from his homeland inspired his latest project, Sonata of the Stones.

#Environment Art#Interviews#Unreal Engine#Marmoset Toolbag#Maya#ZBrush#Substance 3D Designer#Substance 3D Painter

Creating an Alien Character for a Sci-Fi Short Film with Blender & Substance 3D

01 October 2026 - Artur Ledur talked to us about character development for a sci-fi short film under a one-week deadline and discussed working on the design and armor, texturing, and matching the character to the film's scenes.

#Character Art#Interviews#Blender#ZBrush#Substance 3D Painter
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This Garden of Dragons Scene With Fog & Fluid Simulations Will Take Your Breath Away

01 October 2026 - Rebecca Ma shared the astounding environment created as part of her studies in asset creation for film.

#News#Environment Art#Houdini#Maya#SpeedTree#ZBrush#Nuke

Sculpting Nature-Inspired Bas-Reliefs on a Stone Wall in a Moody Ancient Forest Environment

30 September 2026 - Ilya Oskanyan explains how he saved time creating assets for the Heart of the Forest project, discusses the importance of finding the right focal length to make the scene look monumental without losing the details, and talks us through the tedious yet rewarding process of sculpting realistic bas-reliefs in 3D.

#Interviews#Blender#Marvelous Designer#ZBrush

Creating a Realistic 19th-Century Sewing Machine for Sierra Division's Antique Prop Challenge

29 September 2026 - Sheila Alessandrini shares the best places to go reference hunting for historic pieces, explains how she approached the polygon limitations of the challenge without sacrificing the visual complexity of the prop, and talks about how she made hand-drawn ornaments to make the texturing of her prop look more lifelike.

#Interviews#Props#Blender#Marmoset Toolbag#ZBrush#Substance 3D Painter

Storytelling Through Details: Sculpting Souls-Like Corvus Soldiers

28 September 2026 - Quentin Riviale talks about the challenges of balancing visual richness and clarity when it comes to creating characters for games, discusses the importance of using subtle visual hints to communicate crucial information to a player, and explains how he made his 3D character sculpt come to life as a 3D-printed figurine.

#Character Art#Interviews#Unreal Engine#Game Development#ZBrush#Substance 3D Painter

Exploring Thin, Pale, Slimy Skin Texture by Recreating The Demogorgon From Stranger Things

25 September 2026 - Nikhil K S talks about the challenge of collecting real-life textures for further use in lookdev, explains why more displacement does not necessarily equal more realism, and shows how he set up the lighting to keep the scene chillingly dark yet make every little slimy crevice on the Demogorgon's pale skin stand out.

#Interviews#Character Art#ZBrush#Nuke#Mari

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