Articles
Creating a Barber Chair in Maya, ZBrush, Substance 3D & UE5
Kevin J. Coulman has shared the working process behind the Barber Chair project, detailed how the prop was modeled in Maya and ZBrush, shared tips on making accurate materials, and explained why UE5 was chosen for rendering.
Substance 3D Designer 13 Has Been Released
The update brings a lot of new nodes, introduces Substance Engine 9.0, upgrades the Home Screen, and more.
A Closer Look at Rock Assets Made for TLoU Part I
Jared Sobotta has walked us through the production process behind the detailed rock assets made for the Tommy's Dam level.
A Closer Look at 3D Materials Created for Gotham Knights
Jonathan Benainous has shared a new gallery, showcasing the materials he made for WB Games Montréal's Gotham Knights.
Breakdown: Eroding Terrain in The Last of Us Part I
Jared Sobotta released the third TLoU remake breakdown, discussing erosion and how the Tommy's Dam level was built.
Creating a Magical Library at Ringling College of Art and Design
Ezri Sullivan told us about the Booking It project, discussed the challenges behind it, and shared the working process at Ringling College of Art and Design.
Painterly Post-Process Filter Made in UE5 for a 3D Character
The shader was created by Michal Patton and works in any lighting condition.
Creating a Female Gunslinger in Maya, ZBrush & Substance 3D
Ivan Lim has shared a breakdown of the Female Gunslinger project, discussed his education process at Think Tank, and explained why he chose Unreal to present the character.
Making a Greece-Inspired 3D Scene With 3ds Max, Substance 3D & UE5
Tim Nickel shared the workflow behind the Advostós Fishing Village scene, explained how the materials for the environment were created, and shared the rendering setup in Unreal Engine 5.