Environment Artist Bondok Max talked about the Crystal Ship project, inspired by Breaking Bad, shared the workflow, and explained how to work without concept art.
Sougato Majumder has shared another breakdown of the latest Decapitare project, explaining the character creation process in ZBrush and Marvelous Designer.
Caterina Sumalla talked about making the 3D recreation of Sova from Valorant, discussed including Blender into the character art workflow, and told us about using the FlowMap to add the hair shine.
Tsubasa Nakai has told us about the production process behind the Lucifer project, explained the workflow in Maya, and talked about capturing facial expressions using Rokoko.
Manu Herrador has talked about his recent Jill Valentine project, discussed the modeling and retopology, and touched upon the texturing process in character art.
A Digital Artist Syed Jafri talked about his Bodies in Motion series, discussed the latest Ellie project, and talked about the importance of human anatomy in sculpting.
Alex García Sandoval returned to tell us about the production process behind stylized Nidalee from the League of Legends and explain the importance of studying anatomy.
Elvira Trofimova told us about the production process behind the FLCL Crew project, talked about the process of character creation in Maya and SP, and discussed her student years at Gnomon School.
Austin Martin talks about approaching the ambitious 1420 Wolf project, explains how the incredibly realistic portrait of Matt Damon as an armed warrior was created from scratch without using scans or ready-made textures, and comments on the challenges of finding the time and motivation to work on personal projects.
Pouria Roshan talks about the challenges of reimagining popular cartoon characters, explains how the scanning for the true-to-life version of Buttercup was performed, and shares some tips on texturing the characters to make sure they look good after rendering in Unreal Engine.
Nikolay Kvartnikov talked about making the Smoking Pirate project, discussed sculpting and modeling in Blender, and gave a piece of advice on time management.
David Kwahk explains how studying kinesiology can help you to become a good 3D Character Artist and discusses the process of creating the intense scene with the little kid and hungry hyenas.
You wanted to know how Blitter creates his amazing photoreal renders in Blender, so we contacted the artist to talk about his workflow, discuss lighting, composition, and more.