ZBrush Perpetual Customers WIll No Longer Get Free Upgrades
ZBrush continues its transition to Maxon.
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.
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.
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.
Thief: Texturing Workflow for Characters in Substance and Marmoset
Marleen Vijgen did a detailed breakdown of her concept-based 3D stylized character, talked about bringing her own style to it, and discussed in detail her approach to leather, metal, and cloth details of the project.
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.
Quantum Garage: Environment Production in UE4 and Blender
Alex Hallenbeck talked about the production of his Quantum Garage environment and shared a few helpful tools and tips for modeling in Blender, UVing, texturing, and lighting.
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.
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.
Modular Buildings: Tips and Tricks
Polysquid Studios shared their approach in recreating the 1930's themed New-York building for the Private Eye VR project.
Sinespace & Unity Collaborating on New Asset Store Program
Sinespace, a Unity Asset Store partner, is collaborating with Unity Technologies to enable Asset Store Creators to sell their content to a whole new audience.
A multi-user simulation engine available free on a public grid and on a paid license basis for private grids.
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.
Post-Apocalyptic Weapon: Welds, Tapes, Tubes
Gabe Cervantes did a breakdown of his Sawed-Off Shotgun and talked about the concept, storytelling, detail sculpting, texturing, lighting, and more.
UE4 Scene: Materials, Lighting, Water
Sam Delfanti talked about his UE4 scene inspired by God of War: use of Megascans, material production, lighting & water.
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.