Enguerrand Michelin discussed his last New3dge school project, the Beyond the Line game, where he worked on the environment, shared his approach to architectural details and talked about the biggest challenges in the production.
Jared Chavez did a breakdown on his recent personal project, Lankester Merrin, that he created in real-time Unreal Engine, talked about his career path and discussed his approach to colors and hair production.
Nebojsa Nikodijevic did a breakdown on his awesome project that he worked on during the Weapons and Props for Games course at CGMA and shared his workflow in Maya and Substance Painter.
Rajko Stijakovic, the founder of Studio Heisenberg, discussed his approach to creating architectural visualizations, shared his favorite tools and gave useful tips on achieving the realism of the scene.
Baj Singh did a breakdown of his recent game-ready character Dandelion made in 3ds Max and ZBrush: sculpting, creating accessories, texturing, and more.
Ken Bock shared his approach to stylized art and did a breakdown on the Forgotten scene that he worked on during the Environment Artist Bootcamp at Game Art Institute.
Antoine Lambert took the Organic World-Building Course at CGMA and did a breakdown on his amazing Skygarden project that he created during it.
Justin Akiyama did a breakdown on the project that he created during the CGMA Weapons and Props for Games course, discussed the most important steps in the gun production and shared his texturing workflow.
Learn how to sculpt anatomically correct characters in ZBrush with these Cubebrush tutorials.
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