Character Art
80 Level Digest: Free Asset Libraries for Artists
In today's 80 Level Digest, we handpicked great libraries with free assets that can help you whether you're working on a personal project or a professional assignment.
Recreating Shang-Chi's Mandarin in Maya, ZBrush & Substance 3D
Tzu-ming Ho shared the working process behind the Wengwu project, explained how the character's face was sculpted, and discussed the challenges behind the outfit's texturing.
Creating a Noir Bar Scene in Blender, Character Creator & Photoshop
José Ramírez has shared a short breakdown of the INK project, explained how he approached planning the scene's composition, and spoke about his modeling and texturing workflows.
Designing League of Legends' Katarina Arcane-Style in ZBrush & Maya
Ningxuan Yuan showed the working process behind the Katarina project, discussed how the blades were made, and explained how they achieved the Arcane style.
Creating Animation-Ready Clothes Simulation in Marvelous Designer
Pankaj Kholiya has shared the working process behind his animation-ready clothes simulation project, explained how the clothes were blocked out and textured, and detailed the process of creating animation in Marvelous Designer.
Making a Cyborg Using ZBrush, Marvelous Designer & Arnold
Yulia Nikishova shared the workflow of the Cyborg project, showed the brushes used for the mechanical neck, and described the texturing process.
BigMediumSmall on Creating 3D Faces from Photos Using KeenTools FaceBuilder for Blender
Jama Jurabaev and Oleg Zherebin from BigMediumSmall shared their character creation pipeline using a mix of photogrammetry and FaceBuilder and discussed how the clothes were made for The Wild West pack.
Making Eye and Mouth of Sauron in Maya & Unreal Engine
Philipp Neumann shared the workflow behind the Mouth of Sauron project, explained how the animation for the eye was created, and talked about setting up the flame effect.
Creating Photorealistic Geralt of Rivia in Houdini & Substance 3D
Vishwesh Taskar has shared an extensive breakdown of the Geralt of Rivia project, explained how the character's face and outfit were modeled, and gave some tips on how to achieve realistic-looking skin.