Owyn Springer talked about the production of his 3D gun Romanian Fighter - PM md. 90 made with Maya, Rizom, and Marmoset Toolbag.
Ankur Kaul did a breakdown of his 3D weapon SOLARSHOCK made in Maya and Substance Painter.
Ahmet Bluhm talked about the production of his Ramen Shop project modeled in Maya and textured in Substance Painter.
Harley Gresham talked about the production of a stylized Chieftain's Axe prop modeled in Maya and ZBrush, textured in Substance Painter, and rendered in Marmoset Toolbag.
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.
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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