Articles
Setting Up an Oil Painting Generator in Substance 3D Designer
Jonas Armellini has walked us through the process of creating an oil painting generator in Substance 3D Designer, as well as told us how renders were set with the help of Marmoset Toolbag.
Setting Up a Stylized Character Shader With Unreal Engine 5
Michal Patton has spoken about the production process behind the Cadet project, detailing the modeling and texturing pipelines and explaining how the stylized shader for the character was made in UE5.
Impressive Damage Shader Created in Substance 3D Designer For a Game
Cloud Imperium's Dan McCabe showed a cool shader the team has prepared for Star Citizen.
A Fully-Procedural 3D Material Based On The Colosseum
The entire building consists of a single texture, with no modeling involved.
Tiger Lily: Using Houdini in Character Art Workflows
Camilo Franco has walked us through the process of creating the Tiger Lily project, detailing the modeling and texturing pipelines and explaining how Houdini was used in production.
Firelights' Base From Arcane Recreated in Unreal Engine 5
The artist used Maya, ZBrush, and Substance 3D software to create the assets.
A Look at 3D Materials Created for NVIDIA's Portal With RTX
Derk Elshof has shared a sizeable collection of materials made for Portal with RTX using Maya, Marvelous Designer, and Substance 3D.
Substance 3D Designer Will Get New Hydra Viewport & Native MaterialX Support
Adobe is moving toward a non-destructive USD workflow and a new real-time path tracer.
A Stylized Mushroom House Made in UE5, 3ds Max, ZBrush & Substance 3D Painter
Li Jiulong has told us about the workflow behind the Stylized Mushroom House project, explaining how Unreal Engine 5, 3ds Max, ZBrush, Marmoset Toolbag, and Substance 3D Painter were used during modeling, texturing, and rendering in order to create the magic atmosphere.