Manu Herrador has talked about his recent Jill Valentine project, discussed the modeling and retopology, and touched upon the texturing process in character art.
Vamsi Kalangi shared an extensive breakdown of the Vintage Bottle project, thoroughly explained the modeling process, and explained how to set up Depth Pass in MT4.
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.
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.
Maxim Ilchenko explained the working process behind the Post-Apocalyptic Knife project, showed us where to find references for such a work, and explained how to set up various textures.
A Digital Artist Syed Jafri talked about his Bodies in Motion series, discussed the latest Ellie project, and talked about the importance of human anatomy in sculpting.
Alex García Sandoval returned to tell us about the production process behind stylized Nidalee from the League of Legends and explain the importance of studying anatomy.
Raúl Blázquez González talked about creating his first solo environment, explains the working process, and discusses the importance of vegetation in environment art.
An Environment Artist and creator of the course for Vertex School Jansen Thorogood told us about tools and techniques he used in his recent projects: Steampunk Spaceship Props and Forest Cabins.
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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