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.
Maxim Kuharuk showed how he designed and modeled his sci-fi project Shotgun KEL TEK GSK Hakal in 3D Coat.
Stephen Seress-Smith explored stylized art production utilizing industry-standard techniques within the production of the project “Dead End”. In the first part, read about the theory, visual research, blockout, the first lighting pass, and sculpting.
Manu Herrador did a breakdown of the character Viking he made during the CGMA's course Character Creation for Film/Cinematics and drew a couple of parallels between the character art workflows for video games and cinematics.
Trevor Crandall discussed his approach to modeling and working with details, shared his workflow in MODO and gave valuable advice to other artists.
Piet Braun showed how he created Fallen Trees, a UE4 environment with a cinematic look, and explained his process of color grading in Davinci Resolve.
Baj Singh did a breakdown of his recent game-ready character Dandelion made in 3ds Max and ZBrush: sculpting, creating accessories, texturing, and more.
Robert Hodri shared his extensive experience of modding and sci-fi environment design, talked about the changes that happened in the industry over the past couple of decades and discussed his workflow.
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