Character Artist Rajitha Naranpanawa has shared the workflow behind the Autumn project, talked about setting up the skin, and explained how to use XGen to create and groom hair.
An Environment Artist Son Nguyen shared an extensive breakdown of the Last Stop project, explained how to combine different texturing methods, and revealed some worthy design principles of assembling a scene.
Montassar Nahdi told us about the workflow behind the Fire Troll project and talked about redesigning the character while staying true to the original concept.
Vladimir Uryadov has shared the workflow behind the Mighty Mongrel Mob project, discussed the retopology process, and showed two texturing methods that are used in the film industry.
The entire ZBrush team has already joined Maxon.
TheFriedturkey showed us the workflow behind the Securitron project, told us about a useful DynaMesh side effect, and talked about staying true to the original in-game model.
ZBrush continues its transition to Maxon.
An Environment Artist Miha Maruško shared an extensive breakdown of an ancient architecture-inspired New Babylon scene, thoroughly explained the lighting and texturing processes, and showed us how the scene was assembled.
Check out Ting Xue's version of Jinx from Arcane and the League of Legends.
A Closer Look at Texturing in Arcane Part 2That headline is a little bit of a catfish.
NVIDIA's AI Confessed That It Will Never Be EthicalI've been waiting for this moment for a long time now, and I don&...·
Half-Life 2 Apartments Recreated in UNIGINEThank you for mentioning)·
Texturing a Post-Apocalyptic Car in Substance Painternice done :)·
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