Maya
Events
Subscribe:  iCal  |  Google Calendar
7, Mar — 1, Jun
Krakow PL   27, May — 29, May
London GB   28, May — 31, May
Kyoto JP   1, Jun — 3, Jun
London GB   4, Jun — 6, Jun
Latest comments

Tell Japan more about having less crunches.

Voluntary crunch is utter bullshit. Those that elect not to work the extra hours are passed over for promotions and bonuses. It has been a veiled threat that those who dont crunch on a regular basis are first to go when layoffs happen after shipment.

by Alx
4 hours ago

lol, standart toon looks more anime

Maya
Tools
26 followers
689 posts
0 questions answered
Maya® 3D animation, modeling, simulation, rendering, and compositing software offers a comprehensive creative feature set on a highly extensible production platform. Maya provides high-end character and effects toolsets along with increased productivity for modeling, texturing, and shader creation tasks.
  • Autodesk-80.lv
  • Autodesk-80.lv
  • Autodesk-80.lv
  • Autodesk-80.lv

Dynamics & effects

Bifrost procedural effects platform
Dynamically and photorealistically simulate and render liquids. Developed from Naiad technology, the platform fully integrates with Maya and is easy to use. You can choose whether to mesh liquids with a new particle surfacer or render voxels directly. Export particles, voxels, and meshes to a native file format, or to selected industry-standard file formats.

Autodesk-80.lv

© Autodesk, 2015

XGen Arbitrary Primitive Generator
Generate curves, spheres, and custom geometry on the surface of polygon meshes. Create and groom hair, fur, and feathers on characters. Populate large landscapes with grass, foliage, trees, rocks, and debris trails. Handle large amounts of instanced data that would slow down a system if loaded in memory, and preview rendered effects interactively in Viewport 2.0.

Autodesk-80.lv

© Autodesk, 2015

Bullet Physics
Create large-scale, highly realistic dynamic and kinematic simulations with the enhanced open-source Bullet plug-in delivered in conjunction with AMD. Simulate both soft and rigid bodies in a single system. Take advantage of continuous 3D collision detection. Create compound collision shapes from multiple meshes, and produce better collisions with concave shapes. Integrates with Maya Forces, and supports rigid sets for increased scalability.

3D animation

Autodesk-80.lv

© Autodesk, 2015

Geodesic Voxel Binding
Produce high-quality, production-ready bound characters in less time with an innovative new skinning method that binds complex geometry to skeletons. Handle non-watertight geometry and meshes with non-manifold or overlapping components. The resulting weights are compatible with existing skinning methods in Maya and suitable for use in game engines.

Autodesk-80.lv

© Autodesk, 2015

General animation tools
Nondestructive animation layering system works with attributes. The Set Driven Key tool enables you to keyframe complex relationships between animated parameters. Graph and Dopesheet Editors control how animated attributes change over time. You can fine-tune animation in the viewport with editable motion trails. Block out and mark up animation directly in the 3D scene with the Grease Pencil.

Character creation
Human IK solver and built-in Spline IK, Spring IK, and single chain and lightweight 2-bone solvers enable you to rig and animate believable characters. Articulate natural-looking bipeds and quadrupeds. Nondestructive live retargeting workflow works with motion capture and other animation data. Maya Muscle has advanced deformation tools for realistic or highly stylized muscle and skin motion. Manipulate joints on a bound skeleton with a nondestructive workflow.

Reusable animation
Save time by reusing, recycling, and adapting existing characters and animation. Transfer skinning information between models with the Substitute Geometry tool. Or transfer animation between characters via the ATOM (Animation Transfer Object Model) offline file format. Nondestructively edit poses and animation clips with the Trax Nonlinear Animation Editor.

3D modeling

Autodesk-80.lv

© Autodesk, 2015

Streamlined retopology toolset
More easily optimize meshes for cleaner deformations and better performance. The Quad Draw tool integrates a Relax and Tweak feature with Soft Selection and an interactive Edge Extend tool.

Autodesk-80.lv

© Autodesk, 2015

Polygon modeling
Enjoy more reliable polygon modeling. An efficient library enables faster, more consistent Boolean operations on polygon geometry. Produce better bevels with an extended Bevel tool. A more deeply integrated Modeling Toolkit streamlines polygon modeling workflows.

Autodesk-80.lv

© Autodesk, 2015

OpenSubdiv support
This feature is open-sourced by Pixar and incorporates technology from Microsoft Research. Use both parallel CPU and GPU architectures for faster draw performance when deforming. Interactively view displacement maps without the need to render. Closely match subdivision surfaces generated in Pixar’s RenderMan renderer.

Autodesk-80.lv

© Autodesk, 2015

UV toolset
A multithreaded unfolding algorithm and new selection workflows enable you to quickly create and edit complex UV meshes and get high-quality results. Easily toggle checkerboard and compression shaders to visualize UV distribution. Maya supports loading, visualizing, and rendering UDIM and UV tagged texture sequences, for a more streamlined workflow with Mudbox 3D digital sculpting and texture painting software and certain other applications.

Pipeline integration

Autodesk-80.lv

© Autodesk, 2015

Scripting and API
Create Maya scripts and write plug-ins in Maya Embedded Language (MEL) or Python* scripting language to increase efficiency, customize features, and differentiate your work. Maya plug-ins and stand-alone applications can run from the Maya command line in C++, Python, or .NET languages.
*Python is a registered trademark of Python Software Foundation.

Autodesk-80.lv

© Autodesk, 2015

2D and 3D integration
Use Render Layers to manage multiple passes within a single scene and export to your compositor of choice, or as Adobe Photoshop (PSD) or Flash (SWFT) output. Generate and update a compositing tree based on the render layers in the scene. Import an EDL in Apple Final Cut Pro, XML, or AAF formats, change shot timings in the Camera Sequence, and re-export. Create and edit bevels in Illustrator files while maintaining the ability to update the original.

Autodesk-80.lv

© Autodesk, 2015

Data and scene management tools
Specialized tools and workflows enable you to efficiently manage large data sets. View and edit node relationships with the powerful dependency graph architecture. Segment scenes using assets and file referencing to help manage workflows, and to improve performance by offloading scene elements until you need them. Group nodes into containers and create custom and user-specific views. Extensively modify modeled data without rebuilding.

Autodesk-80.lv

© Autodesk, 2015

Scene Assembly tools for smarter data
Create large, complex worlds more easily, and manage production assets as discrete elements. Easily swap between different representations, such as varying levels of detail. Apply, animate, or query edits at different levels in the scene assembly hierarchy. Track overrides on assemblies via an improved Edits system. Use the API to customize the toolset to create proprietary solutions.

Autodesk-80.lv

© Autodesk, 2015

Advanced file path handling
Quickly diagnose and fix broken file paths, and work with nonlocal data and nonstandard file paths with URI support. The File Path Editor lists nodes that use external files, such as textures, image planes, references, and audio files. When a file path is broken, you can quickly relocate the file, or search recursively within a directory structure. Set paths to nonexistent files for handoff to users who may have different directory structures. Use the API to teach Maya about URI schemes.

3D rendering & imaging

Autodesk-80.lv

© Autodesk, 2015

Color management (Extension 1)
Preserve creative intent throughout lighting and rendering workflows with a sophisticated new color management system. Use the simple linear workflow provided out of the box, or customize the system to suit your color pipeline.

Autodesk-80.lv

© Autodesk, 2015

ShaderFX 3D shading
Easily create advanced HLSL, GLSL, and CgFX viewport shaders with the ShaderFX real-time visual shader editor. Create shader networks by connecting different nodes with a click-drag workflow. Select floating-point values, mathematical operations, texture maps, normal maps, and color nodes. Visualize materials in real time, and drill down into the inner workings of each basic node.

Autodesk-80.lv

© Autodesk, 2015

Ptex support in mental ray
Render Ptex texture files in mental ray for Maya. Eliminate the need to create and assign UVs to meshes by creating Ptex files in Mudbox 2015 3D digital sculpting and texture painting software or certain other texture painting applications and rendering them in mental ray for Maya.

Integrated renderers
Get a choice of integrated renderers in addition to the native Maya software renderer. The integrated mental ray for Maya has advanced photorealistic features. Maya includes 5 licenses of mental ray for Maya Batch* and 8 licenses of mental ray for Maya Satellite.

Articles
Videos
Questions
Still have questions?
Junliang Zhang shared the production details of CyberNeon in UE4, a project that combined the styles of Blade Runner 2049 and Chinese cyberpunk.

16 May, 2019

2170 views
3 comments
Şefki Ibrahim shared his workflow of producing digi-doubles of real people. Zbrush, Maya, Photoshop, Mari, Arnold & Nuke were a great help with that.

15 May, 2019

1348 views
2 comments
Taj Nabhani did a breakdown of his outstanding character Jjahawa, talked about sculpting, texturing, and presentation, and shared several helpful resources.

14 May, 2019

2974 views
4 comments
Twinspell Studio shows the full creation process of their debut project stylized with Maya, Zbrush, Photoshop & UE4.

13 May, 2019

1938 views
1 comments
Mateo Linares did a breakdown of his Urban Survival Unit made in UE4 and gave advice on how to set up atmospheric scenes.

13 May, 2019

1316 views
Lennard Claussen shared his workflow, useful plug-ins and settings setups for creating futuristic-looking weapons. The modeling part was made in Maya, rendering using V-Ray.

9 May, 2019

2074 views
7 comments
Harry Stringer prepared a breakdown of his new game-ready Forest Diorama made in Maya and Photoshop.

3 May, 2019

4104 views
Thais Del Rey shared a detailed breakdown of her stylized diorama inspired by WoW. The second part focuses on texturing, painting, lighting, and presentation.

3 May, 2019

1541 views
Thais Del Rey shared a detailed breakdown of her stylized diorama inspired by WoW. The first part covers planning, concepting, sculpting, and UV mapping stages.

2 May, 2019

1511 views
In this tutorial, Iris Ogli is going to show you the modeling of a stylized low poly head in Autodesk Maya 2019.

25 April, 2019

1473 views
Ibrahim Abdo did a breakdown of his atmospheric little diorama End of Solitude made with Maya, Substance Painter, ZBrush, and Marmoset Toolbag.

24 April, 2019

2503 views
Ackeem Durrant did a breakdown of his latest real-time character Jade, talked about delivering the mood, hair, clothes, lighting, retopology, and more.

23 April, 2019

4653 views
1 comments
Let's check out another great talk from GDC 2019 shared by the Maya team.

22 April, 2019

2766 views
Emily Henderson talked about her environment Up Top made within CGMA course Organic World Building led by Anthony Vacarro.

19 April, 2019

1492 views
3D artist Rodrigo A. Branco shared some valuable lessons he learned during the production of his new real-time character - Huntress.

16 April, 2019

2775 views
Joey Lenz and Phil Liu shared the details of their collaboration result - a precise Game of Thrones intro recreated with UE4, Substance Designer, and Maya.

14 April, 2019

1884 views
Coss Mousikides shared the details of the Synthetic project made with Maya, XGen, and Arnold: character production, hair, skin, clothes, lighting.

10 April, 2019

1939 views
3 comments
UV Mesh is a nice Maya plugin that can be used to flatten a mesh to the ground plane in the form of the UVs.

10 April, 2019

1967 views
Ronald Houtermans did a breakdown of the Watermill scene made with UE4, Megascans, SpeedTree, and other tools.

9 April, 2019

2891 views
Antone Magdy did a breakdown of his character Blood Elf: blocking the body, skin texturing, armor production, and more.

8 April, 2019

2522 views
2 comments
Alexander Biryukov did a detailed breakdown of his recent epic character Svetlana The Warrior of Light made with ZBrush, Maya, Substance Painter, and UE4.

4 April, 2019

2900 views
Visual effects artist Rusty Hazelden has released an in-depth 5 part Maya tutorial series on YouTube.

3 April, 2019

1269 views
Erik Lehmann has presented a new paid set of scripts for Maya called Mesh Toolkit.

3 April, 2019

1555 views
1 comments
V Squad studio prepared a details breakdown of their character workflow from concept to animation and presentation and gave advice to junior artists.

2 April, 2019

4028 views
2 comments
Visual effects artist Rusty Hazelden has released an in-depth 5 part RenderMan tutorial series on YouTube.

31 March, 2019

1033 views
Alaa Abdelwahed did a breakdown of his Portal of Infinity environment made in UE4.

26 March, 2019

3270 views
2 comments
Valery Klishevich did a breakdown of his Alva the Wayfarer character inspired by Dark Souls and shared helpful advice.

25 March, 2019

2654 views
1 comments
Dmitry Yehorov prepared a breakdown of his character bust made within Valentin Erbuke's course and talked about blocking, texturing, rendering, and more.

20 March, 2019

1483 views
1 comments
Igor Golovkov talked about his approach to character production: concept, modeling, detailing, retopology, texturing and rendering.

19 March, 2019

2312 views
1 comments
Sophie Shepherd talked about the production of 3D animation, workflows, and useful resources for studying.

18 March, 2019

2352 views
4 comments
Djordy Donopawiro did a breakdown of the peaceful harbor scene made in Unity: terrain production, natural assets, lighting, and more.

14 March, 2019

3984 views
Zrinko Kozlica talked about his exploration of VR workflows: utilizing Gravity Sketch, Microsoft Maquette, combining traditional and VR tools, and more.

13 March, 2019

1066 views
Cebas Visual Technology has launched an open beta of finalRender for Maya.

11 March, 2019

807 views
Abderrezak Bouhedda did a detailed breakdown of his beautiful game-ready prop created for an ArtStation challenge. 

4 March, 2019

2698 views
James Chan did a breakdown of his realistic character made during CGMA course Next Gen Character Creation: hair, skin texture, clothes, rendering, and more.

1 March, 2019

2421 views
Have a look at a preview of the upcoming Zoo Tools Pro v2.

28 February, 2019

2484 views
Boditushig Ganbaatar did a little breakdown of his attic interior made with Maya, Substance Painter, and Redshift and shared a few useful videos for learning.

22 February, 2019

2590 views
Jeff Hindsbøl Hansen talked about the hair for game production studied during the CGMA course Hair Creation for Games led by Johan Lithvall.

22 February, 2019

4408 views
Jack Williams gave a talk on hard-surface prop production for games and did a breakdown of his recent model Emperor made with ZBrush, Maya, SP, and Toolbag.

20 February, 2019

2916 views
1 comments
Nicolò Granese did a breakdown of his Think Tank cinematic character project made from scratch: modeling, texturing, lighting, rendering, and more.

19 February, 2019

1641 views
Dmitrii Mukhortov did a breakdown of his Think Tank graduation project Aurora Island made with UE4, Substance Designer, and Maya.

14 February, 2019

4960 views
3 comments
Jonathan Hemmens shared the details behind his recent work in progress Will’s Room (Teen's Bedroom) inspired by Cassie’s Room from Uncharted 4.

13 February, 2019

3993 views
Leah Augustine shared a detailed breakdown of her recent Snowy Forest scene with a feeling of Red Dead Redemption 2 atmosphere.

12 February, 2019

6407 views
2 comments
Valentin Erbuke talked about the way he approached his character project Jungle Hunter: sculpting, texturing, working on the face and the environment.

6 February, 2019

2196 views
The leader of Hoa team was kind enough to talk about the way they're using the Ghibli style and mixing different elements to build a marvelous game in Unity.

5 February, 2019

7313 views
Konstantin Gdalevich prepared a detailed breakdown of his character covering time-management tips, sculpting process, cloth material and more.

28 January, 2019

2066 views
1 comments
Peter Dimitrov provided a detailed breakdown of his Animal Shrine created in UE4, Substance, Maya, and ZBrush.

22 January, 2019

2864 views
Yumi Batgerel did a breakdown of her Japanese female warrior, made with ZBrush, Maya, and Photoshop and shared a bunch of useful tutorials and brushes. 

21 January, 2019

3332 views
Tim Nijs did a detailed breakdown of his recent personal project Well of Souls inspired by the Darksiders 2 lore: sculpting, UVs, texturing & lighting.

17 January, 2019

3061 views
Featuring New Tools and Performance Enhancements for Faster Animation, Improved Working Environments, Higher Quality Previews, and Improved Pipeline Integration

16 January, 2019

1872 views
2 comments
Ian van der Mijn did a breakdown of his Forgotten Shrine made with UE4, Maya, Substance Painter, and SpeedTree for the ArtStation challenge Feudal Japan.

14 January, 2019

2786 views
2 comments
Eduard Grechenko shared a greatly detailed breakdown of his UE4 environment made within the CGMA course Vegetation & Plants for Games.

11 January, 2019

4819 views
3 comments
Moses Saintfleur shared a video breakdown of his Wicker Basket from Terra Online made in ZBrush, Maya, Substance Painter, and Toolbag.

10 January, 2019

2241 views
Nicholas Balm did a detailed breakdown of his stylized environment Stylized Druid's Sanctuary made with ZBrush, Maya, 3DCoat & UE4.

9 January, 2019

2324 views
Arthur Hernandes shared his realistic character workflow and talked about the production of Cabal Patriarch with ZBrush, Maya, and V-Ray.

8 January, 2019

2575 views
2 comments
At CGMA, Ali Ghadimi studied Intro to Environment Art and did a breakdown of his small vignette Old Southwestern Gate made within the course.

28 December, 2018

2638 views
Brave Rabbit’s Ingo Clemens decided to update some of his tools and make them open source.

23 December, 2018

2456 views
Alex Gallucci talked about his crisp Sig Sauer MPX model created within CGMA course Weapons and Props for Games led by Ethan Hiley.

21 December, 2018

2133 views
Arturo Ramírez also known as Limkuk talked about his Sad Muse mask design made with ZBrush, Maya, and Substance Painter.

19 December, 2018

2568 views
2 comments
Adrienne Lange did a breakdown of her character and talked about working on the face, clothes, skin texturing, aging elements and presentation in Toolbag. 

13 December, 2018

3006 views
1 comments
Adam Nield did a breakdown of his assets with intricate ornaments made for Artstation’s Feudal Japan challenge.

11 December, 2018

2223 views
1 comments
Romain Chauliac released BrickIt, a new plugin for Maya that will allow you to build Lego models with that same iconic look.

11 December, 2018

3295 views
The team of FlippedNormals shared a quick guide which will show you a way of speeding up retopology.

6 December, 2018

2354 views
Claudio Saavedra talked about his career as a Character Sculptor, general approaches to the models in terms of posing, anatomy, painting, lights & shaders.

5 December, 2018

2589 views
Bailey Wheatland prepared a great breakdown of his real-time character: precise female figure and facial features, voluminous hair, experiments with shadows.

4 December, 2018

4072 views
Have you heard about Ziva VFX?

3 December, 2018

1229 views
Nicole Jackson shared her experience with CGMA and did a breakdown of sculpted antelope Nyala and Dragon. Software used: ZBrush, Maya, Arnold.

29 November, 2018

1988 views
Lars Sowig talked about the way he combines 2D & 3D in his concept art, discussed the pros and cons of kitbashing and more.

26 November, 2018

2261 views
1 comments
Matt Olson did a detailed breakdown of his nostalgic sci-fi environment inspired by movies Alien & Serenity and made with UE4: modular assets, lighting & more.

26 November, 2018

4129 views
Derk Elshof talked about the clothing studies with Substance Tools, Maya, and ZBrush and discussed the sculpting and texturing process of the pair of jeans.

21 November, 2018

3753 views
Mido Lai did a breakdown of his outstanding character Emily the Assassin, shared the full workflow and gave a bunch of useful tips for character artists.

21 November, 2018

5919 views
Olivia Sullivan gave a write-up on her environment study made with UE4 in which she tried to recreate a vivid landscape painted by Hubert Robert.

20 November, 2018

2530 views
Tim Haag did a breakdown of his fan art of the character Feena from Grandia made with Maya, Substance Painter, Marmoset Toolbag, and ZBrush.

14 November, 2018

2449 views
Cyprien Douterlungne prepared a breakdown of his cool CrocoWarrior VFX inspired by League of Legends. Software used: Unity, Maya, and Substance Designer.

9 November, 2018

2318 views
Frédéric Arsenault shared the details behind his real-time character Wandering Knight made with ZBrush, Maya, Substance Painter, and Marmoset.

6 November, 2018

3750 views
1 comments
Jacob Wheat did a little breakdown of the amazing 3d diorama with beautiful hand-painted materials.

5 November, 2018

2802 views
Marcel Gorri did a breakdown of his final diploma project at Think Tank created with Maya, ZBrush, and V-Ray.

2 November, 2018

3311 views
CGMA student Mark Hołubowski shared his experience of taking Hard Surface Modeling for Films course and talked about the production of his spaceship model.

2 November, 2018

2178 views
The final part of a guide to waterfalls in Unity by Math Roodhuizen will tell you about waterfall color, opacity and vertex displacement. 

31 October, 2018

2809 views
Erik Hammarbäck did a detailed breakdown of his Gas Station in Roswell (known for UFO incident) scene made with UE4, Maya, Substance, ZBrush, and Toolbag.

31 October, 2018

3143 views
Abdelrahman Kubisi allowed us to repost his tutorial on making realistic portraits with Maya, Arnold, ZBrush, and Mari.

30 October, 2018

3203 views
The third part of a guide to waterfalls in Unity by Math Roodhuizen will tell you about waterfall basics.

30 October, 2018

2405 views
Charlotte Johnson did a breakdown of her Sylvanas bust made with ZBrush, Maya, Substance Painter, and Toolbag. Dedicated to all WoW fans!

30 October, 2018

3732 views
1 comments
Let's learn about water wrinkle effect opacity.

29 October, 2018

3443 views
Next-Gen Rendering Technology Now Available for Maya Artists; Faster Speeds and Workflows Through AI, GPU, and Smart Tech

29 October, 2018

1107 views
Murilo Pena gave a little talk about his futuristic 3D scene with The Fifth Element vibes made in UE4.

29 October, 2018

3469 views
Sitni Sati has revealed the latest version or FumeFX for Maya.

28 October, 2018

1559 views
Math Roodhuizen allowed us to repost his guide to creating a RiME-style waterfall in Unity, Amplify Shader Editor, and Maya.

28 October, 2018

4509 views
Vitaliy Koshevyy did a breakdown of his outstanding snowy landscape made with Maya, SpeedTree and Redshift.

26 October, 2018

4436 views
2 comments
Check out a little writeup from Yulu Xue, where he shared some of the techniques he learned during the recent CGMA environment production course.

26 October, 2018

3189 views
Agathe Girard gave a small talk about her stylized Chalk House made with ZBrush, Maya, and Renderman.

24 October, 2018

3931 views
1 comments
Vinicius Favero did a breakdown of his mighty character Kangrinboqe Warrior made with ZBrush, Maya, Substance Painter, Mari, and V-Ray.

23 October, 2018

2566 views
Peyton Varney allowed us to repost his tutorial of how he did the foliage for his thesis, Protégé.

22 October, 2018

3510 views
Nick Maw-Naing talked about the way he worked on animation in Lawbreakers. A lot of crazy animations were created for this project. 

19 October, 2018

2360 views
Thomas Francis showed how he created amazing real-time visual effects with the help of UE4 and Houdini.

18 October, 2018

5407 views
3 comments
Jess O’Neill did a breakdown of her beautiful sculpt made in ZBrush & Maya within CGMA course Sculpting Anatomy: From Animal to Creature with Gael Kerchenbaum.

17 October, 2018

2306 views
The Team of Project Borealis shared production details on their project that continues the legacy of Half-Life with the help of Unreal Engine.

17 October, 2018

3760 views
1 comments
Rhiannon Catton talked about her environment made within CGMA course Vegetation and Plants for Games. Software used: UE4, Substance Designer, ZBrush, Maya.

10 October, 2018

2979 views
Jordon Britz talked about his atmospheric and cozy scene with the feel of the 80s made with UE4, Substance, Maya, and ZBrush.

9 October, 2018

2063 views
Jayanam has recently shared a video guide to importing an animated stylized PBR textured model into a game engine, Unreal Engine 4 in this case. 

8 October, 2018

1926 views
The team of Eisko discussed Polywink - a new online platform t for accessible 3D facial animation in Maya, Unity, Unreal. 

8 October, 2018

3545 views
5 comments
Jonas Axelsson talked about his atmospheric environment Lost Temple Ruins made with UE4, Maya, and Substance Designer.

5 October, 2018

3595 views
Daniel Swing did a detailed breakdown of his Modular Dungeon Set and shared Maya, ZBrush & Substance Designer workflows.

5 October, 2018

2827 views
Christopher Stone talked about Weapon & Hard-Surface Art, his workflow, software solution experiments, approach to the materials and more.

2 October, 2018

3729 views
Fredrik Maribo prepared an incredible breakdown of his Sci-Fi Environment made with Unreal Engine 4 and shared useful sources.

28 September, 2018

4456 views
3 comments
Alex Dracott and his mates talked about the production of the epic Cyber Bow for Oculus: modeling, VFX texturing, arrow effect assembly, timing and more!

25 September, 2018

2942 views
2 comments
Niclas Nettelbladt did a little breakdown of his soothing environment Field with Sheep made with UE4, ZBrush and Maya.

25 September, 2018

2649 views
Raju S has recently presented his amazing experiment with beach rendering which kind of makes you want to grab a towel and go sunbathing.

23 September, 2018

2341 views
Carmen Schneidereit talked about her incredible Chinese mountain landscape made in UE4: vegetation production, subsurface scattering effect, lighting and more.

19 September, 2018

3264 views
Sherif Dawood broke down his plant & ground materials created from scratch in Substance Designer and shared tips for geometry, retopology, lighting and more.

14 September, 2018

5413 views
Volodymyr Stepaniuk provided a little overview of his huge atmospheric scene built with UE4, Substance Painter, Substance Designer, and Maya.

14 September, 2018

3312 views
1 comments
Romain Chauliac has recently launched a Pokemon Contest on his Discord channel and to show an example of what's expected, the artist created one nice creature in 3 days.

12 September, 2018

1776 views
Corentin ITAN did a breakdown of his incredible stylized Cat House made with ZBrush, Maya, Substance Painter & Designer.

12 September, 2018

2336 views
1 comments
Adam Idris shared a thorough breakdown of his Cryogenic Laboratory made with UE4, Maya, Substance Painter and Toolbag.

7 September, 2018

3357 views
Billy Lord talked about the game characters production pipeline: main points to consider and focus on, working on facial details and more!

4 September, 2018

3252 views
Joao Baptista talked about working on stylized and realistic characters in ZBrush, Substance Painter & Designer, concepts, retopology, UVs and more.

30 August, 2018

3590 views
Weapon Artist Malte Resenberger-Loosmann kindly shared his workflow covering low & high poly, UVs, baking and material setups, rendering in Marmoset and more!

29 August, 2018

4314 views
2 comments
Efrem Pivetti gave a talk on his beautiful stylized scenes with an awesome warm mood made with UE4, Substance Painter, Maya, and ZBrush.

29 August, 2018

3500 views
Jessica Murphy did a great breakdown of her incredible character inspired by World of Warcraft and made with 3D-Coat, Photoshop, Substance Painter, and Maya.

28 August, 2018

4066 views
Kamal Eldin talked in great detail about his amazing character and step-by-step clothing, hard-surface and prop workflows in Marvelous Designer, Maya, ZBrush.

24 August, 2018

2533 views
The Gnomon student Courtney Chun talked about her amazing Kali project and the way she achieved realism working on a stylized character.

24 August, 2018

2611 views
Cameron Scott, a Gnomon student, shared the process of creating atmospheric Underground Lab in V-Ray, Maya and Substance Painter.

24 August, 2018

2270 views
1 comments
Patrick Yeung prepared another breakdown of a wonderful fantasy character based on Overwatch heroes mentioning some pro tips and tricks learned at Gnomon.

22 August, 2018

4176 views
1 comments
Real-time VFX Artist Sjors de Laat kindly shared the way he works on awesome VFX: meshing, texturing, creating shaders and particle systems and more!

22 August, 2018

6325 views
1 comments
Arvid Schneider has shared a new 3-part advanced tutorial series about crystal and ice shading with Arnold.

21 August, 2018

2986 views
Rohit Singh talked about finding himself in character art and creating his awesome Orc with ZBrush, Maya, Arnold, and Mudbox.

20 August, 2018

3889 views
2 comments
Character Artist Limkuk shared his general pipeline from start to end for his amazing creatures. A must-read for anyone planning to specialize in character art!

16 August, 2018

3511 views
1 comments
Joshua Krook did a breakdown of his 1920s-1930s cinema environment made with Substance Designer, Maya, and Unreal Engine.

16 August, 2018

1439 views
Nastya Ermakova presented her vivid Artstation Wild West entry made with Unreal Engine 4, ZBrush and SpeedTree and shared some useful study materials.

10 August, 2018

5229 views
Sergei Panin broke down his ArtStation Wild West Challenge scene with some Bioshock vibes! Software used: Maya, ZBrush, UE4 and Substance.

9 August, 2018

2335 views
1 comments
Jean-Baptiste Caillet, a student at ArtFx, gladly broke down his colorful and serene winter landscape scene made with Maya, Arnold and Substance Designer.

7 August, 2018

2544 views
1 comments
Another Wild West Challenge entry! Jonathan Arellano talked about his UE4 scene that combined the Old West and paganism.

6 August, 2018

3092 views
2 comments
Stavros Craven has recently presented a cool new script for Maya called Fast PBR Materials.

5 August, 2018

2191 views
Jon Hickenbottom shared his experience of studying CGMA course Level Design for Games led by Emilia Schatz and the best level design lessons he's learned.

3 August, 2018

7931 views
3 comments
This 20-minute video tutorial from FlippedNormals will teach you how to cope with UV in Maya.

2 August, 2018

2105 views
Urian Adonia did a wonderful breakdown of the lovely diorama, with awesome 3d content and beautiful animations, added by Philémon Belhomme.

2 August, 2018

3540 views
2 comments
Julian Elwood talked in detail about his picturesque realistic environment and master material blueprint specially created for the scene.

30 July, 2018

4847 views
Peregrine Labs revealed a new version of their fur, hair and feather creation and animation plugin for Maya.

23 July, 2018

1526 views
Awesome 3d character breakdown by Dan Lipson, talking about the way he modeled and textured this character.

23 July, 2018

3207 views
Bart de Vries did a break down of his new stylized environment scene made within ArtStation Wild West Challenge. Software used: Maya, ZBrush, Substance Painter, and UE4.

23 July, 2018

2974 views
1 comments
Sahir Irfan talked about his nice Springfield XDM modeled within CGMA course Weapons & Props for Games. The course is led by the Weapon Artist Ethan Hiley.

20 July, 2018

2829 views
Yarrid Henrard talked in detail about his fictitious 3D character based on one of Nivanh Chanthara's awesome concept art pieces. Software used: Maya, ZBrush, Substance Painter, and Knald.

19 July, 2018

3062 views
Valentin Erbuke shared his first experience of creating an environment scene with Houdini, Maya and Quixel Megascans assets.

18 July, 2018

3159 views
Garth Travis talked about his experience of creating a high-quality Sci-Fi Modular environment in UE4 & Maya and shared a few helpful tutorials that he found along the way.

12 July, 2018

8662 views
Giuseppe Fanelli did a great breakdown of his environment scene created within CGMA course Intro to Environment Art under the guidance of Jared Sobotta.

11 July, 2018

3352 views
Randall Villegas discussed the way he set up his amazing Pirate Radio Station with the help of UE4, Substance, Maya, and ZBrush.

10 July, 2018

5283 views
2 comments
Théophile Lebeau shared his breakdown of creating a Forest biome with seamless photogrammetric textures and scans.

10 July, 2018

6018 views
6 comments
Brian Recktenwald from Naughty Dog introduced his new ArtStation Masterclass devoted to creating modular environments with UE4 and Photogrammetry.

5 July, 2018

3395 views
1 comments
Ilya Ivanov did a great breakdown of his Possessed Tree UE4 project created within CGMA course Vegetation and Plants for Games by Jeremy Huxley.

4 July, 2018

5611 views
Cohen Brawley who has recently completed a couple of CGMA’s courses talked about modular environments and setting up weapons and props for games.

2 July, 2018

4114 views
1 comments
Andrew Prince provided a detailed breakdown of his awesome Lighting Studies in UE4: working with natural light, adjusting color and temperature, playing with the angle and much more!

2 July, 2018

16151 views
5 comments
3d artist Gary Tang talked about the way he crafted this busy city scene, based on the concept of Tony Holmsten.

29 June, 2018

3554 views
Aviral Agarwal talked a bit about the way he works on the production of awesome 3d characters.

22 June, 2018

3618 views
Check out Alisson Stirchler talk about a very cool new environment she created, being inspired by the new entry in Darksiders franchise.

22 June, 2018

3655 views
Daniel Paz presented his atmospheric game 103 and spoke about lighting & color tricks, small environments and level production in UE4 and more.

20 June, 2018

1923 views
1 comments
Ellie Porfyridou shared some important tips and advice, which will help you to build hair in XGen and export it in UE4.

19 June, 2018