Check out 4 great classes at Yiihuu.cc that will help you improve your character and environment art workflows.
Learn how to use the Facial Action Coding System to achieve realistic face looks for digital humans.
Yuri Alexander shared a few production details of his character Bangarang including the development of the idea, simplistic texturing, tattoos, and render setup.
Sergei Gereev shared a breakdown of his recent character Outlaw made in Maya, ZBrush, Substance Painter, and Marmoset Toolbag.
Get packs with references for digital and traditional art.
Roger Magrini shared a few production details of his Portrait of Yoko Shimomura made with Maya, XGen, and Arnold.
Alper Yenice discussed his view on the character art, briefly talked about each step of the production of his Hive Wizard character and got into the detail of his rendering approach using V-Ray.
UnPLUG Tools released a new tool for teeth and gum creation.
Pierre Benjamin briefly talked about his wooden Barn Owl project sculpted in ZBrush and textured in Substance Painter. The full step-by-step tutorial is available on his Gumroad.
An Insight into Game Environment Production at WargamingInspires, very interesting!·
An Insight into Game Environment Production at WargamingVery interesting information, thanks for sharing!)·
Sci-Fi Hard-Surface Workflow and Custom Tools for Substance DesignerFantastic article, Matthias! Loved it!·
Best Indie Games in 2020: May ListCareful it's not TimeLine but TimeLie...·
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