Sherif Dawoud shares a step-by-step video tutorial on painting realistic 3D sculptures in ZBrush using PolyPaint. The process demonstrates how to achieve natural-looking skin tones and textures, optionally using a custom ZBrush realistic skin clay material pack. Additional related tutorials on polypainting hands and other character art topics are also referenced.
Nguồn: https://80.lv/articles/zbrush-tutorial-how-to-paint-realistic-3d-sculpts. 8sync News chỉ tóm tắt và dẫn link; bản quyền nội dung thuộc tác giả và nguồn gốc.
Senior character artist Gábor Meggyesi breaks down his Cursed Knight project, a Souls-like inspired character. The workflow covers armor modeling in Maya and ZBrush using Dynamic Subdivision and custom IMM brushes, hair grooming with Ornatrix, retopology in TopoGun 3, UV unwrapping in RizomUV, and complex layered texturing in Substance 3D Painter with metal, rust, and moss materials. Final lookdev and rendering were done in Unreal Engine 5.7 with multiple light rigs, Post Process Volumes, and cinematic camera settings.
3D artist Amed Alexander Bueno Rodríguez created an animated reimagining of Pokémon's Flapple as a Poison-type character using Blender, ZBrush, Substance 3D Painter, and Nuke. The project draws on Pokédex lore, replacing the mud bomb move with a purple liquid to reflect the Poison-type visual identity. Two rendered camera angles and process videos are shared.
Alma Studio has released a collection of 130+ production-ready hair card assets compatible with Unreal Engine, Unity, Blender, Maya, 3ds Max, and other 3D software. The pre-configured assets are beginner-friendly and suitable for game development, character presentation, animations, and concept art.
A detailed breakdown of the Sunset Garden environment art project by self-taught artist Karl Aldskogius, covering the full workflow from stone kit creation to final lighting. Key topics include: converting unique stone kits into tileables using ZBrush and Substance 3D Designer, RGB mask authoring in Substance 3D Painter, Unreal Engine shader setups (vertex-paintable moss, depth fade door shader, Kuwahara filter post-process, custom outline materials using Depth Stencils), wisteria creation in SpeedTree with art-directed primary roots and procedural tertiary branches, canopy normal transfer techniques, random leaf alpha via Houdini vertex color and FlipBook, VFX including god rays, wind sway, and animated birds, plus iterative lighting approaches.
Blenderize Transform Pro is a new Unreal Engine 5 plugin that brings Blender's keyboard-driven transform workflow into the UE5 editor. It supports hotkeys for move (A), rotate (R), and scale (S), axis constraints, real-time numerical input, dynamic duplication, a quick-add search dialog, and customizable shortcuts. The plugin targets UE5.6–5.8 and is available on the Fab marketplace.
Sherif Dawoud, an Art Director and Sculptor, shared a mini-tutorial on polypainting hands in ZBrush. The tutorial covers a workflow from base color through color zones and color variation to final touches, aimed at achieving a realistic and hand-painted look on 3D character hands.
3D artist Delta recreated the sky hole distortion VFX effect from Destiny 2's Monument of Triumph update using Blender. The recreation was praised by Artem Sorokin, the original Bungie VFX artist who created the effect, who shared technical details about the interior implementation involving a virtual skybox, view normals, pole caps, and UV coordinate gradients. This is one of several Destiny 2 VFX recreations Delta has produced in Blender.
A curated weekly job digest featuring open positions at major game studios and entertainment companies. Roles include Senior UI/UX Designer at Creative Assembly (Total War), Director of Production & Planning at Walt Disney Animation Studios, Visual Product Designer at Rockstar Games, Game Designer at Playground Games (Fable), VFX Director at Infinity Ward (Call of Duty), Battle Content Designer at Square Enix, and Graphic Designer Intern at Focus Entertainment.