Cascadeur: Animation Challenge Announced
The Cascadeur team launches a contest this summer. The winners will get a 1-year subscription to Cascadeur Pro.
Cascadeur 2022: Improving Physics-Based Character Animation
Alexander Grishanin, Producer and CTO of Cascadeur – a 3D animation software for physics-based character animation – discussed the latest release's new features, talked about improving Blender users' experience, and shared the company's roadmap.
Making a Stylized Sword in Substance & Blender
Nick Duarte showed us how to create a Fortnite-inspired stylized sword using Krita, Blender, Substance Painter, and Marmoset Toolbag.
UModeler For Unity Gets A Free Version
The popular tool now has a free version with 20 core functions.
Cascadeur Research: Moving in Zero Gravity
The Cascadeur team shared their research on movements in zero gravity and experiments with character animation that allowed them to achieve believable results in the software.
Tutorial on Creating Custom Color Shaders in Unity
Learn the insights into creating a custom color shader in Unity from Robert Ramsay.
Stylized Character Breakdown: Sculpting in ZBrush & Anisotropic Hair
Leti M. Vila did a breakdown of her project Yasha Nydoorin based on the character from one of Critical Role's D&D sessions.
Autoposing in Cascadeur: Neural Network Nesting
Evgeny Dyabin from the Cascadeur team discussed the logic behind their autoposing feature implemented using standard deep learning methods.
Sculpting and Texturing a Stylized Fire Demon
Valerio Carbone did a breakdown of his Art War 4 entry Fire Demon sculpted in ZBrush and textured in Substance Painter.
Making a Compact Gun in the Borderlands Style
Romain Lambert shared the process of creating a Compact Gun in the unique style of the Borderlands series in Blender and Substance Painter.
Blood Priestess: Working on a Fantastic Character in ZBrush & Maya
Matt Frederick gave another talk on his approach to character art and broke down his recent project Blood Priestess.
Cascadeur Research: Physics In Animation
The Cascadeur team provided an overview of the classical approach to animation, its drawbacks, and solutions implemented in their software package to help artists create physically-correct and believable animations.
FN Scar 17: Working on Game-Ready Weaponry
Marco Mantuetto briefly talked about the production FN Scar 17, a realistic game-ready weapon made during a CGMA course with Dylan Mellott.
Cascadeur Research: The Falling Cat Problem
The team behind physics-based animation package Cascadeur shared their study of the Falling Cat Problem and its recreation in the software.
Working on an Environment in Ghibli Style
Kids With Sticks team talked about the production of their recent stylized scene which turned out to be the starting point of their new game inspired by Ghibli.
Rose: Creating Stylized Character in ZBrush
Tarik Takasu did a breakdown on his awesome stylized character Rose, discussed his career path, shared his approach to the visual language of the character and talked about achieving the balance of the style and working on details.
Online Courses & Tutorials for Weapon Artists
If you are a beginner or an intermediate weapon artist who's looking for ways to level up his/her skills, check out these tutorials and courses created by professionals to teach you industry-standard workflows.
Learning Shaders in Unity with Amplify Shader Editor
Ricardo Teixeira from Amplify Creations team overviewed their Amplify Shader Editor for Unity and talked about shader work in general.
Weapon Art: Reference Study & Hard-Surface Modeling
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.
Cascadeur: The Future of Game Animation
Evgeniy Dyabin talked about the advanced features of the new animation tool.
Cascadeur: Physics-Based Character Animation
Let's take a look at an awesome new animation solution in the works called Cascadeur that can change the way we deal with animation.
Notes on Weapon Concept Art
Dmitry Belozorov kindly talked about his amazing 3D weapon designs, the vital points in concept art, the advantages of Fusion 360 and KeyShot, and more.
Experimenting with Weapon Design
Christopher Stone talked about Weapon & Hard-Surface Art, his workflow, software solution experiments, approach to the materials and more.
Wolfenstein II Art Dump
Have a look at the large collection of the Wolfenstein II: The New Colossus artwork from the talented MachineGames artists. Let's enjoy it!
Wolfenstein Inspired Environment Creation in UE4
We've talked to Sergei Panin about his environment created during his CGMA course UE4 Modular Environments by Clinton Crumpler.