Lead Material Artist Ishan Verma shared a massive breakdown of generative art, demonstrated countless examples of beautiful generated art pieces and explained how they were made, spoke about various text-to-image AIs, and discussed what the rise of AIs means for artists.
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.
Jay Travers shared his general approach to 3D weapons and some tips gathered along the way as well as talked about education and experience with Marmoset Toolbag.
Sergey Rudavin did a breakdown of his photogrammetry house model, based on the screenshots from Red Dead Redemption, and discussed his workflow in NVIDIA Ansel and Reality Capture used in the production.
Wilhem Durand discussed his animation workflow for the Stitch fan art, shared his approach to translating the character's emotions, and named his favorite tools used in the production.
Check out 5 character art courses at Yiihuu.cc that will be a perfect choice if you want to enhance your creatures and stylized characters' workflow or learn 3D printing under the guidance of experienced mentors.
Ken Bock shared his approach to stylized art and did a breakdown on the Forgotten scene that he worked on during the Environment Artist Bootcamp at Game Art Institute.
Justin Akiyama did a breakdown on the project that he created during the CGMA Weapons and Props for Games course, discussed the most important steps in the gun production and shared his texturing workflow.
Dmytro Butenko gave an interesting talk on the weapon design, hard-surface modeling, and texturing and talked about the production of Helsing for Metro Exodus.