3D Prop Artist Diego Torres Ortiz showed us the working process behind the Wardrobe of the Arcane Perfumist project, with low polys made in 3ds Max, high polys in ZBrush, hand-painted touches realized on Substance Painter, and final render in Unreal Engine 5.
Andrea Uriarte shared a working process behind the Monomoto project, giving particular emphasis on texturing techniques in Substance Painter.
Pulkit Jain talked about the Vintage Bus Ticket Dispenser project, shared the SubDivision workflow that was used for the project, and thoroughly explained the modeling process in Maya.
ChamferZone's Tim Bergholz talked about his latest Revolver Tutorial project, focusing on the remesher workflow in Blender.
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.
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.
Founders of Garage B14 Suren Sahakyan and Vav Hakobyan talked about the workflow behind Tesla Model X 90D Real-Time Configurator made in Blender and Unreal Engine.
Gökhan Katmer showed us how the Vespa 400 project was made, discussed the workflow in Blender, and explained how the rust and mud were created.
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.
- 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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