A 3D Character Artist at Ubisoft Arthur Gatineau shared the workflow used in creating a realistic portrait of a French astronaut Thomas Pesquet, talked about tools that were used, and shared some tips on nailing likeness.
The Director and Writer of Cyan Eyed Ryan Grobins talked about the idea behind the film, explained how environments, characters, and VFX were created, and what tools were used in production.
Manu Herrador has talked about his recent Jill Valentine project, discussed the modeling and retopology, and touched upon the texturing process in character art.
Manuel Arjones talks about becoming a self-taught 3D artist, discusses the process of creating the Soulflame Cutlass, and explains how the mysterious turquoise ghostly glow effect was achieved.
Connor Lee has explained the workflow behind the Japan 2041 project, shared the tools and sources used in the production process, and talked about the positive impact of Gnomon School's teacher Christophe Desse.
Sasho Lazeski shared an enormous breakdown of the Zoloti Vorota project, talked about working in Substance, and shared a lot of useful tutorials for aspiring artists.
Ubisoft Bordeaux's Lead Character Artist Eric Moreno talks about shifting from music to 3D character design, explains how Wrath of the Druids' Ciara was designed, and discusses the endless possibilities of Blender.
Nikolay Kvartnikov talked about making the Smoking Pirate project, discussed sculpting and modeling in Blender, and gave a piece of advice on time management.
Shindy Leong shared an enormous breakdown of the Abandoned Arcade project, shared a lot of useful tutorials, and explained the workflow step-by-step.
- 1Tutorial: Procedural Rock/Mountain Shader in Blender
- 2Depth Sketching in Mental Canvas by Greg Edwards
- 3A Stunning 3D Recreation of Walter White From Breaking Bad
- 4Random Flow: A New Plugin for Blender
- 5HOUND 13 Shares Prototype Footage of Its Dark Fantasy RPG in Unreal
- 6AI Recreates Realistic Characters From Witcher & Walking Dead
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