Simon Mercuzot has shared the texturing workflow behind the SKS project, explained how wooden and metallic surfaces were created, and showed how dust and grease were added.
Imad Messaoudi has shared the working process behind the Antique Coffee Grinder project, talked about modeling in Blender, and explained the texturing process in Substance 3D Painter.
Oleg Senakh has returned to tell us about the Mechanical Sloth project and share an interesting workflow that skips high poly modeling and retopology processes entirely.
Michael Neocleous has shown us the working process behind the Interceptor project, explained the modeling workflow in Blender, and demonstrated how different surface layers were set up.
An aspiring 3D Artist Oliver Ward has discussed the Vietnamese Stove project, explained how the stove itself was created, and showed us the workflow behind the beans material.
Alex Medina talked about creating weapons for Hunt: Showdown, explained the modeling and texturing processes, and told us about being a hard-surface artist for games.
Hard-Surface Artist David Belov has shared the workflow behind the Soviet DP-3B Roentgenometer project, discussed modeling in Fusion 360, and explained how the obsolete Soviet font was extracted from reference images.
Today we've chosen 2 courses prepared and mentored by a professional Prop Artist.
Texture Artist Javad Rajabzade shared the working process behind the Ruger Mark IV project, talked about modeling in 3ds Max, and explained how to use Marmoset Toolbag for baking and rendering.
- 1GTA's Grove Street Recreated in Unreal Engine
- 2Ziva Dynamics Announces A New ML-Trained Facial Rigging Service
- 3Using A Photoshop Neural Filter To Enhance Skyrim Visuals
- 4A Behind-The-Scenes Look At The Making Of Arcane
- 5Making an Ultra-Realistic Portrait of H.P. Lovecraft
- 6SacriFire – A Retro-Style JRPG With A Modern Twist From Poland
A Behind-The-Scenes Look At The Making Of ArcaneI would love to see a technical break down of how they did the 3d/2d l...·
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