Pascual Hernández Martínez-Quintanilla explained every step of the production of his FPS weapon based on Kris Thaler's concept art.
Dmitry Parkin shared a few details of his workflow in ZBrush for sculpting a complex glove and gave several tips for beginners.
Nikita Balnov has recently made a hard-surface Vintage Soviet Military Radiometer/Geiger Counter prop and shared some of its production details: modeling, UVs, and texturing.
Michał Kalisz shared a lot of helpful insights into hard-surface modeling in Blender, including various addons and rendering tips in Eevee and Cycles.
Emil Skriver talked about his hard-surface workflows used in a couple of projects and shared a handful of helpful tips and resources for game artists.
Marco Mantuetto briefly talked about the production FN Scar 17, a realistic game-ready weapon made during a CGMA course with Dylan Mellott.
Lucas Maxfield did a breakdown of his stylized PBR prop Fisherman's Sword sculpted in ZBrush and textured in Substance Painter.
Sophie Stübinger shared her process of creating a stylized backpack with hand-painted textures in Blender and setting it up for Sketchfab.
Kilian Baur did a breakdown of his Procedural Succulents project made in Houdini: math, leaf generation, soil variation, and more.
80 Level RFP: New Way to Hire Talent"but there weren’t any services to cater to these needs"
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