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by Scott Denton
44 min ago

Thanks so much for having me.

Tell Japan more about having less crunches.

Voluntary crunch is utter bullshit. Those that elect not to work the extra hours are passed over for promotions and bonuses. It has been a veiled threat that those who dont crunch on a regular basis are first to go when layoffs happen after shipment.

Şefki Ibrahim shared his workflow of producing digi-doubles of real people. Zbrush, Maya, Photoshop, Mari, Arnold & Nuke were a great help with that.

15 May, 2019

1351 views
2 comments
Taj Nabhani did a breakdown of his outstanding character Jjahawa, talked about sculpting, texturing, and presentation, and shared several helpful resources.

14 May, 2019

2976 views
4 comments
Ethan Snell showed the whole process of creating a fully animated character from scratch in Blender.

14 May, 2019

1910 views
1 comments
Twinspell Studio shows the full creation process of their debut project stylized with Maya, Zbrush, Photoshop & UE4.

13 May, 2019

1939 views
1 comments
The game, first announced in 2015, reemerges, showing impressive reimagining of a popular story.

10 May, 2019

1291 views
1 comments
Viviane Herzog shared the way she translated Yan Liang's 2D character into a 3D stylized model made in ZBrush.

8 May, 2019

1912 views
Ackeem Durrant did a breakdown of his latest real-time character Jade, talked about delivering the mood, hair, clothes, lighting, retopology, and more.

23 April, 2019

4657 views
1 comments
3D artist Rodrigo A. Branco shared some valuable lessons he learned during the production of his new real-time character - Huntress.

16 April, 2019

2776 views
Daniel Bauer shared a breakdown of the realistic Teeth model and subdermal shaders production in ZBrush, Toolbag, and Substance Painter. 

11 April, 2019

4884 views
Coss Mousikides shared the details of the Synthetic project made with Maya, XGen, and Arnold: character production, hair, skin, clothes, lighting.

10 April, 2019

1939 views
3 comments
Yury Vorobiev did a breakdown of Behemoth from Horizon Zero Dawn fan art made with 3ds Max, ZBrush, Substance Painter, and UE4.

9 April, 2019

2264 views
Antone Magdy did a breakdown of his character Blood Elf: blocking the body, skin texturing, armor production, and more.

8 April, 2019

2522 views
2 comments
Alexander Biryukov did a detailed breakdown of his recent epic character Svetlana The Warrior of Light made with ZBrush, Maya, Substance Painter, and UE4.

4 April, 2019

2901 views
V Squad studio prepared a details breakdown of their character workflow from concept to animation and presentation and gave advice to junior artists.

2 April, 2019

4029 views
2 comments
Franco Carlesimo gave a little talk about the way he works on 3D Character models made in ZBrush and rendered in V-Ray.

2 April, 2019

1658 views
Valery Klishevich did a breakdown of his Alva the Wayfarer character inspired by Dark Souls and shared helpful advice.

25 March, 2019

2654 views
1 comments
The course is being led by Laura Gallagher, who’s currently working as a Lead Character Artist at Guerrilla Games.

25 March, 2019

1658 views
1 comments
Marco Taffelli did a breakdown of the real-time character Dark Elf Assassin made with ZBrush, Substance Painter, and Toolbag.

22 March, 2019

4322 views
Sinjin Treharne shared his experience of studying at Gnomon and talked about character 3D sculpting in ZBrush and texturing with Mari & Substance Painter.

22 March, 2019

2187 views