Interview
A Deep Dive Into Substance 3D Sampler's 3D Capture Tool
Lead Product Manager at Adobe Baptiste Manteau has shared an extensive breakdown of Substance 3D Sampler's most recent release and discussed its novel photogrammetry feature 3D Capture.
Graffity On Peculiarities of Creating AR Games & Its Partnership with Qualcomm and Nreal
Graffity CEO Toshiaki Morimoto spoke about the company's mission, discussed its partnership with Qualcomm and Nreal, and detailed the peculiarities of creating and monetizing AR games.
Creating a Samurai Chess Character in ZBrush, Blender & Substance 3D Painter
Aymeric Rondol has shared the workflow behind the 3D Samurai Chess Bishop project, detailed the process of creating materials, and spoke about the advantages of working in Blender.
Creating Procedural Materials Using AI & Substance 3D Designer
Giuseppe Alfano shared how he creates procedural materials, showed the Stable Diffusion to Substance 3D Designer workflow, and explained how the materials are blended.
Game of Thrones-Inspired Medieval Kingdom Made in Unreal Engine
Brad Sierzega shared the workflow behind the Medieval Kingdom project, discussed how depth was adjusted with fog and clouds, and showed lighting scenarios for different times of the day.
Creating a 3D Portrait of Kamal Haasan in Maya, ZBrush & Arnold
Udaya Kumar has told us about the workflow behind the Ulaganayagan Kamal Haasan project, explained how the character's face was sculpted, and discussed the advantages of using XGen Interactive Groom.
Shatterline: Creating a Game Trailer Using Mocap, Maya & Houdini
Playsense's Andrei Bogdanovich and A. Liustsiber have shared the working process behind the recent story trailer for Shatterline, discussed the motion capture and animation pipelines, and explained how the trailer's VFX were set up in Houdini.
Making a Cozy Outdoor Cafe Environment in Maya, Substance 3D & UE5
Ronaldo Loiseau shared the modeling and texturing workflows behind the Le P'tit Coin Café project, explained how the environment was lit and rendered, and told us how Vertex School's mentors helped him complete the project.
Using Photogrammetry to Recreate the Flora Fountain in RealityCapture
Rhythm Gandhi and Vivek Surve showed the work behind the Flora in the Woods project, explained how RealityCapture helped capture the data, and discussed the rendering process.