Soviet Hospital: Modeling and Texturing Workflows
Rafał Pyra talked about the production of his nostalgic UE4 environment inspired by old hospitals in socialist Poland: modeling in Blender, texturing in Substance Painter and Designer, and more.
The Punisher: Clothes Production, Retopology, Texturing
Annabelle Sémaan did a breakdown of her latest realistic character The Punisher made in Zbrush, Marvelous Designer, and Maya.
Paramedic: Modeling, Texturing, and Testing Workflow
AMC Romania team did a breakdown of its real-time non-playable character, Paramedic, discussed modeling in ZBrush, texturing in Substance Painter, and shared the approach to details.
Sculpting & Texturing a Stylized Sword
Lucas Maxfield did a breakdown of his stylized PBR sword sculpted in ZBrush and textured in Substance Painter.
Overgrown: Vegetation, Modeling and Texturing Workflow
Trym Roedder discussed his stunning environment project, Overgrown in UE4, shared his approach to modeling the old Folk Victorian style and talked about vegetation creation.
Revolver Redeemer: Gun Modeling & Texturing
Denis Zadoeny did a breakdown of his personal project Revolver Redeemer: modeling, UVs, realistic textures, and presentation in Marmoset Toolbag.
Eureka: Sculpting Stylized Cloth & PBR Texturing
Manuel Sitompul talked about the production of his new PBR character based on Flaviano Pivoto's concept: sculpting stylized cloth, texturing, presentation, and more.
Working on Realistic Props: UVs & Texturing
Davide Arena talked about the production of his Italian Army Backpack project creating in Zbrush, Maya, and Substance Painter.
Backpack Production Guide: Texturing Tips
Ali Rahman did a huge breakdown of his recent The Division 2 Fan Art and shared his workflow in Marvelous Designer.
Realistic Gun Production: Modeling, Texturing, Animation
Lucas DZIURA talked about the production of Colt Pietta 1860 Army and compared traditional and procedural modeling workflows.
The Hunter: Character Sculpting & Texturing Tips
Riccardo Morgia discussed the way he creates and paints facial elements, how he creates clothes and models accessories for his character.
Halloween Friends: Stylized Sculpting & Texturing
Mateo Orozco did a breakdown of his adorable work Halloween Friends: blockout, sculpting, texturing, and lookdev.
Modeling & Texturing Tips for Mobile Games
Maciej Górnicki shared his character modeling and texturing workflows for mobile game characters and reviewed MODO's tools.
Tips on Hard-Surface Texturing & Baking
Victor Kam talked in detail about the way he approaches texturing hard-surface assets, baking tools, smart materials, and detailing.
The Barber: Body Sculpting & Texturing
Radek Kowalczyk talked about the process of creating The Barber character made during GAI's Character Artist Bootcamp.
Forest Chest: Hand-Sculpting, Texturing, Lighting
Alessandra Astrino did a detailed breakdown of her stylized asset Forest Chest inspired by Heroes of the Storm.
Sculpting & Texturing a Fantasy Creature
Ema Klucovska talked about the production of her fantasy creature Planet Explorer made during Christophe Desse’s class Texturing and Shading 2 at Gnomon.
Tutorial: Procedural Texturing in Quixel Mixer
The Quixel team has shared a new tutorial that shows more possibilities of their powerful Mixer.
Texturing Workflow for Photorealistic Environments
Sebastian Zapata talked about the production of the photorealistic Parking Lot, his texture workflow, and the render engines Cycles and Corona.
Car Texturing with Substance Tools
Ronan Mahon shared a lot of details behind his texturing and lighting of the car within X-TAON Art Car competition organized by Allegorithmic.
Tips on Character Texturing
Check out Valentin Erbuke from Gnomon, talking about some of his amazing character projects.
Texturing and Animating Stylized Characters
Amazing artist Tim Paauwe did a wonderful breakdown of his fiery character. He showed how he sculpted, textured and animated this amazing project.
Modeling & Texturing Stylized Objects
Phillip Stoltz shared his workflow and showed how he builds and paints his beautiful stylized gun, based on the concept by Sergey Tsimmer.
Oniko & Tama: Sculpting and Texturing
Blair Armitage shows the production of her The ArtWar contest entry. To create the perfect look, she utilized the skin and hair shaders in Marmoset Toolbag 3.
Sculpting and Texturing Bell Crow
Zrinko Kozlica from Guerrilla Games talked about the creation of his amazing character design. It's textured in Quixel and modeled in Zbrush.