Senior Env Artist Daniel Lindblom details his breakdown of this Vintage Camera. Daniel talks goals, hard-surface modelling techniques, blockout, high-poly and low-poly, UVs, baking, materials & texturing in
@Substance3D
Painter, lighting & rendering.
3D Artist Andrey has created this pin-headed Priest of Thorns from
@lehmannthiago
concept. Inspired by games like Dark Souls. In this article, he talks about, tools, sculpting, lowpoly, UVs, baking, texturing, rendering & lighting.
#GamesArtist
#ZBrush
#3D
3D Artist, Smolievskaia Ekaterina has made this beautiful stylized mossy log, complete with mushrooms and ferns! In this article, she talks about, inspiration, modelling & sculpting, retopology, UVs, baking, texturing, lighting and rendering.
#GamesArtist
Graduate 3D Artist
@Tuomasp__
gives us a breakdown in creating the Porcelain Demon, in this article, he talks about goals, tools, ref & concepts, modelling, sculpting, retopo, texturing, rigging & posing, lighting & rendering setups in
@UnrealEngine
.
Character Artist, Dmitry Bezrodniy has designed this realistic Chukchi tribeswoman, Lilac. In this in-depth article, he talks about, design, concept, blockout, clothing, modelling & sculpting workflow, UVing, baking, texturing, face, hair, fur & rendering.
Senior 3D Artist, Dane Brennand has made Vesper, an NPC loosely based on the original Demon's Souls game. In this article, he talks about, goals, references, blockout, modelling, Marvelous Designer, UVing, baking, texturing, rigging, lighting & rendering.
Environment Artist, Rayson, has created this colorful stylized diorama from concept, whilst on his Modeng boot camp. In this article, he talks about, goals, ref, blockout, texture planning, trimsheets, materials, vertex painting, grass & wind.
#GamesArtist
Material Artist
@max_kutsenko
from Ubisoft, shares his process of creating a Kyrgyzstan yurt in Houdini. Max discusses blockout, modelling workflow, Vellum cloth simulation to create realistic fabric, texturing, materials, UVing and rendering.
#GameArt
Senior Env Artist
@PHRISK3D
takes us through her journey of learning
@Substance3D
Designer. In this article, Lydia shares the process of creating a beginner-friendly material. It also covers the addition of wear, graffiti & metal elements.
#GamesArtist
#3D
Graduate and 3D Artist, Laura Ramirez has created, Niten Ichi-ryū, a Sci-Fi katana-wielding badass. In this article, she talks about, software, references, blockout, sculpting, props, clothing, hair, weapon, retopo, texturing, posing, rendering & lighting.
Texture Artist Júlia Sauleda breaks down her Obsidian Material made with
@Substance3D
Designer. In this article, she covers ref, height maps, Flood Fill nodes, micro-details, normal map artifacts, base color, roughness and metallic properties & rendering.
Lead Character Artist, Daniil Voskressenski has created the Beast Tamer from concept, check out the cool Pangolin armour! In this article, he talks about, goals, software, design, blockout, modelling and texturing.
#GamesArtist
3D Artist, Jacob Brown has created this wooden stylized transport trading wagon, in this article he talks about, blockout, modelling & sculpting, wood grains, low poly, UVing, baking, texturing, lighting, rendering and colour theory.
#GamesArtist
#3D
Environment Artist
@yuba_bao
has made this stylized Clover Town windmill based on concept. In this article she talks about, blockout, modular modelling, sculpting, trim texturing, grass, materials & shaders, vertex painting, lighting & rendering.
3D Artist
@Ostap_Blender
has created this meaty, fresh, organic fish, complete with knife and cutting board. In this article, he talks about, reference, blockout, modelling & sculpting, UVs, baking, texturing, rendering & lighting.
#GamesArtist
#3DArt
#3D
Principal Env Artist James Arkwright talks about his stylized Tulip Fields inspired by painter Monet, made in
@UnrealEngine
5. The article covers tools, blockout, modelling, materials, PCG, tulip placement & colours, windmill anims, lighting & rendering.
Character Artist
@G_Tiber
has built and rigged this stylized armoured, Owl Knight from concept. In this article, he talks about, goals, concept, references, blockout, high res, rigging, animating, texturing, lighting and composition.
#GamesArtist
#3DArt
3D Artist Konstantin Kan provides a breakdown of the iconic Sony Dualshock 2 Controller. In this article, Kan delves into reference gathering, blockout, high-poly modeling, UVs, baking, texturing and rendering.
#GamesArtist
#GameArt
#3D
#3DArt
Senior Environment Artist Cger breaks down his Middle Eastern Tribe scene. The futuristic environment set in 2090 combines Middle Eastern and futuristic styles. In this article, he talks about storytelling, sky production, landscape and asset creation.
Weapons Artist Sam Coppola shows us his breakdown of texturing this realistic cooking pot. In this article, he talks about ref, modelling, UVs & baking, base materials, realistic texturing, adding details & rendering.
#GamesArtist
#SubstancePainter
#3D
3D Artist, Madalina Coman has created this masterpiece of a weapon, the Heratic. Just look at the mosaic Damascus on the blade! In this article, she talks about, goals, ref, software, UVing, baking, modeling & texturing workflow and rendering.
#GamesArtist
3D Artist Anatolii Kenc provides an insightful breakdown of his realistic Old Phone prop. In this article, he talks about goals, tools, ref, modelling, low & high poly, sculpting details, UVs, baking, texturing & rendering.
#GamesArtist
#Hardsurface
#3D
Junior Prop Artist Abduhalilov Muhammad details his creative workflow on his Boxing Bag. In this article, he shares his inspirations, goals, tools, modelling, retopo, UVs, baking, texturing, rendering & compositing.
#GamesArtist
#3Dart
#PropArt
#3D
#ZBrush
Environment Artist Li Jiulong from China discusses the inspiration for their scene, Mushroom House. Inspired by concept artist 夏言JA. In this article, he talks about tools, ref, design, modelling, texturing, rendering, lighting & atmosphere.
#GamesArtist
Junior Env Artist Ju Jinhwan, provides us with a breakdown of The Ruined Church. In this article, he talks about goals, ref, blockout, exterior modelling, props, statues, rocks & trees, tiling materials, texturing, vertex painting, rendering & lighting.
Character Artist Francisque Facon details the creation process of his stylized creature "Peter Fishmouther." The breakdown covers sculpting, retopology, UV mapping, baking, texturing, rigging, animation and rendering, with insights and tips for each step.
3D Character Artist
@AndresCgart
has created a realistic Samurai Lady in UE5. In this article, he talks about, tools, ref & design, blockout, face, cloth, sandals, Katana, retopo, UVs, baking, texturing, XGen, rigging, rendering & lighting.
#GamesArtist
Env Artist
@merilwenart
has created this gothic Ghibli-Esque style scene, for a school assignment. In this article, she talks about, goals, ref, blockout, composition, colour scheme, asset creation, texturing, foliage, shaders, lighting & rendering.
#3dart
3D Env Artist
@glenatron87
has designed this colourful stylized Tiki-Pirate Treasure Ship, in this article, he talks about, blockouts, composition & design, modelling & sculpting workflow, brushes, UVs, baking, lighting, texturing, materials, anims & polish.
#GamesArtist
#3Dart
Lead Weapon Artist Alex Smirnov offers a detailed breakdown of the LeMat 45-70 Gov. In this article, Alex talks about references, transitioning from CAD to polygons, high & lowpoly, UVs, efficient texturing, baking normal maps & rendering.
#Hardsurface
#3D
Senior Environment Artist
@jonjo3d
shares the breakdown of his Fan Art inspired by Disco Elysium. In this article, he talks about, ref, blockout, storytelling & design, props, texturing, materials, decals, collab with
@jeanzoudi
, lighting & rendering.
Senior Environment Artist Andrew Liddle has created this detailed Remote Observation System. Throughout the article, he talks about, gathering ref, designs, CAD-style modelling, plugins, UVs, baking, texturing, mask generators & rendering in
@UnrealEngine
.
3D Artist Jose Sanz shares his workflow in hard-surface modelling, showcasing his AKS-74u MAXIMOV, in this article he talks about, ref, tools, blockout, midpoly, highpoly, lowpoly, UVing, baking, texturing, rendering & lighting.
#GamesArtist
#HardSurface
3D Artist, Ye Rong has brought a painting by He Dacheng to life in a stunning stylized environment.
In this article, Ye Rong talks about, software, ref, blockout, modeling, UVs, texturing, masks, lighting, rendering & animation.
#GamesArtist
#Stylized
#3D
3D Student, Lucas Mania has created this stylized Relic Gun based on concept, to learn new workflows and techniques, in this article he talks about, ref, blockout, modelling, sculpting, UVing, Baking, Texturing, gradients & masks, lighting and rendering.
Character Artist Alexander Ventserov, shows the workflow used to create this Knight project in UE5. In this article he talks about, ref, blockout, design, armour modelling & sculpting, MD, retopo & UVs, texturing, IDs, head, hair & rendering.
#GamesArtist
3D Artist Thomas Swijngedau provides an in-depth breakdown of the Angler's Blessing, inspired by Dishonored. In this article, he talks about goals, ref & design, blockout, modelling, sculpting, details, retopo, UVs, baking, texturing, masks & rendering.
Character Artist, Gennady Oni has created this marshy living, Swamp Woman from Konstantin Kostadinovs concept design.
In this article, he talks about, design, modelling, UVs, baking, texturing, rendering stages & tools.
#GamesArtist
#GamesArt
#ZBrush
#3D
Texture Artist Ludovic Petiot provides a breakdown of his Painted Ceramic Tiles made using
@Substance3D
Designer. In this article, he talks about ref, material & tile creation, patterns, blending, dirt effects, lighting, rendering & more.
#GamesArtist
#3D
Environment Artist, Brandon Ray has made this beautiful little hand-painted stylized scene, Adventure Inn, based on concept. In this article, he talks about, software, ref, insp, blockout, modelling, UVing, hand painting, materials, foliage & 3D Coat.
Senior Env Artist Cger, has created Lost Village based on Sergey Vasnev’s concept. In this article, he talks about, references, design, blockout, landscape & terrain, sculpting, materials & texturing, ground, speedtree, animations, lighting & rendering.
Hard-Surface Artist Hendy has shared their process in building this Super Famicom Nintendo prop, in this article, they talk about gathering ref, blockout, creating a high and lowpoly model, UVs, baking, texturing and rendering.
#GamesArtist
#3D
#Nintendo
Junior Env Artist Océane Bordelais presents their project, House with Stables. Océane recreates the concept of OKU, House with Stables. The article covers tools, modelling workflow, texturing, landscape, vegetation, clouds, lighting & post-processing.
Lead Character Artist Florian Krause explores the creation process of Cannibal inspired by Diablo 4 Concept. In this article, he talks about blockout, sculpting, retopo & texturing. The article also covers challenges in hair and fur creation.
#GamesArtist
3D Artist Mehdi Beheshti gives us a breakdown of his realistic Military Cap. In this article, he talks about goals, inspiration,
@Substance3D
Sampler, texturing, UV’s, baking, material creation, animation, lighting & rendering in Marmoset.
#GamesArtist
3D Artist Alexey Nofaced shares his modelling techniques in making these Digital Binoculars. In this article he talks about, goals, tools, inspiration, blockout, UVs and baking, highpoly and lowpoly modelling, texturing, wear & tear, lighting & rendering.
Lead Env Artist
@DerekBentley3D
breaks down his stylized scene Goliath’s Rest in UE5. In this article, he talks about goals, tools, blockout & modelling, sculpting techniques, brushes, shaders, texturing, foliage & moss, waterfalls, lighting & rendering.
Environment Artist Zeqi Mu shares his workflow using
@Substance3D
to create this stylized brick wall, covering goals, ref, graph overviews, height & mask pipeline, mortar & grout, base color & roughness, damage mask inputs & rendering in
@marmosetco
.
Environment Artist Ghost shares their process of creating a decaying thatched house. Ghost discusses various aspects, including references, model planning, materials, animation, route planning, scene rendering, terrain, sky and more.
#GamesArtist
#UE5
#3D
Character Artist Soeun Park shares a breakdown behind their latest artwork, Inmate.
The article covers key aspects such as ref, modelling, cloth design, texturing, skin, tattoos, hair, UVs, baking, rigging, rendering & lighting.
#CharacterArt
#GamesArtist
3D Env Artist
@camykazee
has created this beautiful and ornate carriage as a personal project, heavily inspired by victorian furniture and gothic architecture, in this article she talks about, modelling, material creation, sculpting and cloth simulation.
3D Artist Lyubov Vasileva shares her passion & workflow for creating this hard-surface Laser Designator. In this article, she highlights, ref, tools, hard-surface modeling workflow, UVing, baking, texturing & lighting.
#HardSurface
#3D
#PropArt
#GameArt
3D Artist Valery has created this realistic Karabiner 98k. In this in-depth article, he talks about, tools, ref, blockout, high & lowpoly, sculpting detail, UVs, baking, texturing, colour variations, wear & tear, leather buttstock, rendering & lighting.
Environment Artist Ilya Vasilenko has created, Hidden Mountain Sanctuary, an Asian-inspired scene using UE5. Ilya grabs inspiration from Black Myth Wukong & GOW. In this article, he talks about, modelling, sculpting, textures, shaders and VFX.
#GamesArtist
Env Artist, WoonJu has created an interior based on 1980s Korea. WoonJu's goal was to create a vivid experience as if traveling back in time to that era. This article covers planning, inspiration, tools, space arrangement, modelling, texturing & lighting.
3D Artist, Shangyu Wang has shared his workflow in creating a control device. In this article, he shares his approach to modelling, creating tape, UVing, texturing, baking, rust materials, edge wear, masks, rendering & lighting.
#GamesArtist
#Hardsurface
Junior Environment Artist
@gen_amos
has created this charming stylized Pollinator Wagon based on concept. In this article, she talks about, goals, software, references, blockout, modelling, sculpting, texturing, trimsheets, foliage, lighting & rendering.
Art Manager Alexander Kolesnikov presents a breakdown of his Capsule Corp from Dragon Ball. In this article, he discusses tools, blockout, high & low poly, UV mapping, texture creation, environment design, lighting setup & post-processing methods.
3D Artist
@Silemar_
has created this stylized, House Keeping Truck from concept artist, 麦狗子. In this article, Silvia talks about, blockout, tools, modelling, sculpting, baking, texturing, animations, foliage & landscape.
#GamesArtist
#Stylized
#3Dart
3D Artist Aleksandra Zając, discusses her experience in creating a detailed horror environment, The Abandoned Blowers. She covers tools used, design planning, blockout, modeling, UVs, texturing, decals, vertex painting, lighting & rendering.
#GamesArtist
Ye Eun's detailed breakdown of Valley of the Fallen Grace was inspired by Romain Jouandeau & Otto Ostera. This article explores creating atmospheric medieval villages, covering sculpting, texturing, level design, lighting & the artist's creative journey.
Environment Artist Ben Watton shares his breakdown on his Gala scene inspired by his childhood. In this article, he talks about references, planning, blockout, modular kits, prop & material workflow, UVs, vertex blending & decals, lighting & rendering.
3D Artist
@davinsaputraArt
has created this realistic Dragunov Sniper. In this article, he talks about, tools, references, hard-surface, modelling tools and workflows, realistic texturing, stencils and tri-planar projection.
#GamesArtist
#HardSurface
Hard-Surface Artist, Lars van Tooren has created this realistic FAL rifle to improve his modelling and texturing skills. In this article he talks about, ref, blockout, highpoly & SUBD, floaters, UVs, lowpoly, baking, texturing, masks, details & rendering.
Prop Artist
@GeremiaKMerzari
's breaks down his Japanese Camera Rifle. In this article, he talks tools, ref, blockout & modelling, high & low poly using
@maxonzbrush
&
@sidefx
Houdini, UVing, baking, texturing & stencils, lighting & rendering.
#GamesArtist
Env Artist Windy L, shares their creative process on Ruins in the Water, based on Xiangzhao Xi's concept. In this article, he talks about, tools, ref, blockout, modelling, foliage, texturing, materials, UE5, lighting & rendering.
#GamesArtist
#GameArt
#3D
Junior 3D Artist
@NeliaNeos
showcases her Leather Cover with Knife. In this article, she talks goals, inspiration, tools used, blockout, sculpting techniques, realistic texturing methods, lighting setup & rendering process.
#GamesArtist
#MadewithSubstance
3D Artist Anna Koroleva has created a set of realistic Wicker Weave materials. She explains the process of creating a straw material, covering height map, base color, roughness, circular weaving and parametrization techniques.
@marmosetco
@Substance3D
3D Artist, Adarsh Shetty has brilliantly crafted, Oasis the Horse, this article is very in-depth and goes into immense detail about, concepting, anatomy, full modelling & texturing workflow, hair & fur, eyes, lighting & rendering.
Senior Weapons Artist Dmitry Bely, reveals his detailed workflow for his Shooting Knife. He discusses ref, blockout, Fusion 360, modeling, details in ZBrush, UVing, baking, materials, texturing, shaders & final polishing. Hard-Surface lovers have a read!
Senior Character Artist
@Natindesun
has created The Dark Mother a captivating character with sinister undertones. In this article, she talks goals, tools, blockout, modelling & sculpting, cloth, baking, retopo, texturing, posing, lighting & rendering.
Env Artist Wu Jie, shares his insights on sculpting these stylized Rocks, inspired by Studio Ghibli & Genshin Impact. In this article, he talks about highpoly, sculpting, brushes, stylized textures, masks, gradients, lighting & rendering.
#GamesArtist
#3D
Material Artist Viktor Tounissoux presents a breakdown of his Terracotta Floor, crafted using
@Substance3D
Designer. In this article, he talks about graph creation, height mapping techniques, colour variations, roughness adjustments, lighting & rendering.
3D Artist Andrey Kozhemyakin has shown us his workflow on creating his Jeep. The article details his workflow, including modelling, UVs, baking, texturing, & rendering. Andrey emphasizes the significance of high-quality textures for realism.
#GamesArtist
Environment Artist
@MrWeegson
has built this fantastic-looking stylized Ramshack Farm Distillery, inspired by Overwatch's Junkertown map. In this article, he talks about, ref, goals, trim-sheets, terrain, vegetation, lighting and clouds.
#GamesArtist
#3D
3D Artist
@JesseOutback
elevates
@anhdangerous
Honey Potion concept into 3D. This project focuses on the interaction of light with glass and honey materials. In this article, Jesse talks about modelling, UVing, texturing, shaders, rendering & lighting.
3D Artist, Cosimo Bonechi has created this ancient, magical Tomb Guardian, based on concept. In this article, he talks about, tools, ref, blockout, hardsurface, Marvelous Designer, sculpting, lowpoly, baking, texturing, rigging & lighting.
#GamesArtist
Weapons Artist, Ivan, shares his process of creating the AS VAL weapon inspired by
@DanielKenton1
. In this article he talks about, tools, goals, references, modelling in Fusion 360, high/low poly in ZBrush & 3DS Max, UVs, texturing, rendering & lighting.
Senior Material Artist, Paweł Maroń has produced this great looking sci-fi wall panel rendered in UE5, in this article he talks about, ref, design, modelling, baking, texturing, emissive, roughness and rendering.
Lead Character Artist Sougato Majumder dissects the breakdown of his character, the Ottoman Ghazi, based on a concept by Gianluca Rolli. He talks about ref & design, tools, blockout, sculpting, detailing, clothing, armor, texturing, rendering & lighting.
3D Artist Ivan Smirnov shows us how he created his photorealistic Soviet radio station. In this article, he revamps an old project & talks about, tools, references, quick vector elements for optimizing UVs, texturing, rendering and post-processing magic.
3D Artist Ketan Kale has created this modified GYMNI vehicle. In this article, Ketan focuses on vehicle modelling and texturing, sharing references, tools used, hard-surface modelling, realistic paint peeling and rendering.
#GamesArtist
#3D
#HardSurface
Character Artist Magno Coutinho provides a breakdown, developing a Biker character. In this article, Magno talks about goals, tools, design, blockout, high & lowpoly, texturing techniques, badges & tattoos, lighting & rendering.
#GamesArtist
#CharacterArt
Junior 3D Artist Levochko Bohdan, breaks down this Handmade Knife. In this article, Bohdan talks tools, ref, blockout, high & mid poly in
@maxonzbrush
, UVs, baking in
@marmosetco
, texturing in
@Substance3D
Painter, lighting & rendering in
@Blender
.
Hard-Surface Artist David Makarov has created this realistic Vintage Movie Light prop. In this article, he talks about reference, blockout, optimized low-polys, UV mapping, high-poly hard-surface, baking, texturing, lighting setup & post-processing.
Associate Lead Env Artist
@grogbertinc
provides a breakdown of his Hitachi Rice Cooker. In this article, he talks about, goals, design & ref, modeling, low & highpoly, UVs, baking, texturing,
@Substance3D
Designer, decals, polish & rendering.
#GamesArtist
Lead 3D Artist Bikki Rajbhar gives us a breakdown on creating the Kupi Village. In this article, he talks about, tools, ref, blockout, modelling & sculpting, terrain, materials and textures, thatched roof, foliage, lighting & rendering.
#GamesArtist
#3D
Junior 3D Artist Geumbi Seo has created her Grandma in 3D! In this article, Geumbi discusses her goals, tools & ref, modelling, sculpting in ZBrush, cloth simulation, hair creation, texturing, lighting and rendering setups.
#GamesArtist
#CharacterArt
#3D
3D Artist
@FrBulix
showcases his breakdown in creating this realistic church organ, The Dominion Reed. In this article, he talks about, inspiration, tools, blockout, low, mid and highpoly, sculpting, UVs, baking, texturing, design, lighting & rendering.
3D Environment Artist
@BrabanderLotte
has created this beautiful scene based on concept, with help on a mentorship, in this article she talks about, goals, software, ref, scene build approach, materials, modularity, lighting and extra details!
#GamesArtist
3D Artist
@alexkmtang1
details his workflow in creating The Heretic Sword, inspired by Ilya Alekseyev's award-winning work. In this article, he talks about his passion for swords, ref, blockout, sculpting, brushes, Damascus steel, rendering & lighting.
3D Artist Cameron Masters-King has created this US Soldier inspired by the Vietnam War. In this article, he talks about blockout, Marvelous Designer, M1 helmet, ZBrush, UVs, low & highpoly, texturing, rendering & lighting.
#GamesArtist
#GameArt
#ZBrush
Material Artist Yi Sun delves into his texture workflow for creating these Broken Ceramic Tiles. In this article, he covers planning, ref, height maps, base colours, roughness, lighting & rendering.
#GamesArtist
#GameArt
#Materials
#SubstanceDesigner
#3D
Senior Env Artist
@DanielCorviera
has created this realistic Crash Site based on concept in UE5, in this article he talks about using 3DS Max for modelling, creating his own master materials & blends in Unreal and using a photogrammetry assets workflow.
3D Artist Marvin Tischler has created these Liquid Magic Potions in
@UnrealEngine
. In this article, he details the modelling process, high & low poly, realistic texturing, smart materials, handpainted details, liquid system tech, lighting & rendering.
3D Artist
@kniazhentceva
presents a breakdown of her character, The Dark Knight. Concept art from
@jonghwanlee387
. In this article, she discusses ref, blockout, highpoly modelling, retopo, UVs, baking, texturing, posing, animation, rendering & lighting.