Math Roodhuizen talked about the workflow behind the Tishen's Well project, told us about the creation of modular assets, and discussed the creation of the polluted water shader.
Ekaterina Surikova talked about the working process behind the Houdini Wall Breaker project and shared some useful tutorials for aspiring Houdini Artists.
Nikolay Marinov has returned to show us his latest project – a body pile material made in 3ds Max, Houdini, and Substance and inspired by the Doom series.
Nathan Alderson discussed merging the Old with the New in the latest City at the Gates project, talked about blocking out the environment, and shared some thoughts on texturing in both Substance Painter and Designer.
Raúl Blázquez González talked about creating his first solo environment, explains the working process, and discusses the importance of vegetation in environment art.
A Solution Consultant at Adobe Substance 3D Cino Lai discussed the Stylized Parametrized Forest project, talked about parametric assets, and explained the nuances of Substance Designer's procedural modeling workflow.
Go grab a nice pack for stylized environments or for your Substance 3D Designer studies.
Anastasiya Osichkina has returned to tell us about her recent project called Mixed Bricks and talk about working in Substance Designer, ZBrush, and Marmoset to create wonderful materials.
This new approach could be a game-changer for procedural production.
Autodesk Reveales Their New PAYG Pricing Systemawesome, can't wait until this idea catches on and I have to unlo...·
Autodesk Reveales Their New PAYG Pricing SystemThis clearly means more people joining blender·
Autodesk Reveales Their New PAYG Pricing SystemCan I trade the tokens as cryptos on Bitvavo?·
Making a Wall Braker HDA in HoudiniThat's awesome, exactly what I've been searching for! Thank...·
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