Articles
CZ Scorpion Evo 3: Building Guns in 3D
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.
Author
Nebojsa Nikodijevic
Published on
Dec 06, 2019
Realistic Visuals: Tips, Tools, and Tricks
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.
Author
Rajko Stijakovic
Published on
Dec 06, 2019
Sci-Fi Weapon Concepting in 3D Coat
Maxim Kuharuk showed how he designed and modeled his sci-fi project Shotgun KEL TEK GSK Hakal in 3D Coat.
Author
Maxim Kuharuk
Published on
Dec 06, 2019
Dead End: Stylized Environment Exploration Part 1
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.
Author
Stephen Seress-Smith
Published on
Dec 06, 2019
Female Viking Production: Working on Clothes, Skin, Fur
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.
Author
Manu Herrador
Published on
Dec 05, 2019
Hard Surface Modeling Tips and Tricks
Trevor Crandall discussed his approach to modeling and working with details, shared his workflow in MODO and gave valuable advice to other artists.
Author
Trevor Crandall
Published on
Dec 05, 2019
Cinematic Lighting in UE4 & Color Grading in Davinci Resolve
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.
Author
Piet Braun
Published on
Dec 04, 2019
If a Flower Had a Face: Making a Dandelion Character
Baj Singh did a breakdown of his recent game-ready character Dandelion made in 3ds Max and ZBrush: sculpting, creating accessories, texturing, and more.
Author
Baj Singh
Published on
Dec 04, 2019
From Modding to Environment Design for AAA Games
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.
Author
Robert Hodri
Published on
Dec 04, 2019