Making a Stylized 3D Recreation of AtlA's Katara Entirely in Blender
Kevin Christian Muljadi shared the working process behind the Water Tribe Chief Katara project, detailed his sculpting workflow behind the character's face, head, body, and outfit, and gave advice on achieving a compelling final presentation for a project.
Sculpting a Comic Book-Style Batman Bust in ZBrush
Rishikesh Nandlaskar has walked us through the production process behind the Batman sculpt, explained the workflow in ZBrush and Substance 3D Painter, and shared the rendering setup in Arnold.
Creating Extremely Realistic Portraits with Maya, ZBrush & XGen
Hadi Karimi shared the workflow behind the model of his friend Clara, showed how the hair was done using XGen, and explained why historical figures are challenging to recreate.
Creating a Parody The Last of Us Video Using Move.ai and Unreal Engine 5
Cinecom's Jordy Vandeput elaborated on the creation process of The Last of Us project, delving into the steps involved in the Move.ai workflow and sharing insights on the utilization of Unreal Engine 5 during the project development.
Creating a 3D Portrait of Chris Hemsworth in ZBrush & Maya
Marius Pörsel has shared the working process behind the Chris Hemsworth project, detailed how the character's head, face, and hair were made, and explained how rendering in Arnold was done.
Creating Fantasy Character in Blender, ZBrush & Substance 3D Painter
Obafunso Dorgu shared the workflow behind the Serenity project, told us how the clothes were made in Marvelous Designer, and mentioned what's important to do to set up realistic hair.
How to Auto Rig Cyborgs With Character Creator AccuRIG
Digital Artist José Tijerín has shared a detailed breakdown explaining how to utilize Character Creator's new AccuRIG tool to auto-rig soft, rigid, and mixed armor pieces.
Recreating Disco Elysium's Harrier Du Bois in ZBrush, Substance 3D Painter & UE5
Jean Zoudi has shared a breakdown of the Harrier Du Bois project, explaining how the body and outfit were modeled, sharing his workflow behind the character's hairstyle and facial hair, and detailing the rendering process.
Creating an Elf Bard in ZBrush, Substance 3D Painter & UE5
Hugo Sena has shared the working process behind the Elf Bard project, discussing the workflow on the character's body, outfit, and harp and explaining how the lighting was set up in Unreal Engine 5.
- 1DragGAN: A New Method for Manipulating Generated Images
- 2OpenAI CEO Sam Altman Believes the Era of Remote Work is Over
- 3MOUSE: An Upcoming First-Person Shooter With Old-School Disney Art Style
- 4Massive Layoffs and Budget Cuts Are Coming to Intel
- 5Redfall's Sadie Boyd: "I Didn't Anticipate My Peers Openly Mocking the Difficult Launch"
- 6David Jaffe Surprised by Lack of Critical Reviews for Tears of the Kingdom's Graphics
David Gaider: Developers Will Invest Significant Effort in AI-Based Dialogue Games, Yet Face FailureDragon Age isn't better than AI tho... 😂·
Duke Nukem Remastered Developer Apologized for Using AI ArtAI rulez. I am desperately waiting when game makers finally embrace Ge...·
Highly-Realistic Coastline Set Up in UE5 With Fluid Flux 2.0Beach waves are super amazing.·
XLA Reveals MetasitesLouvado seja o nosso Senhor.·
Join thousands of game designers and keep track of your subscriptions