A game art student shares a detailed breakdown of creating a hand-painted crystal sword in 3D, inspired by League of Legends. The workflow covers sculpting in ZBrush using Move, hPolish, and Pinch brushes, retopology and UV unwacking in Maya targeting 3K tris, texturing gold and crystals in Substance 3D Painter, and final rendering in Unreal Engine 5 using a four-light setup with Lumen and post-process color grading. Key tips include planning retopology before modeling, managing texel density in UV packing, and using a Cube brush in Substance Painter to simulate crystal facets.
Nguồn: https://80.lv/articles/how-to-make-magical-hand-painted-crystal-sword-in-3d. 8sync News chỉ tóm tắt và dẫn link; bản quyền nội dung thuộc tác giả và nguồn gốc.
Epic Games vừa giới thiệu Lore, hệ thống kiểm soát phiên bản mã nguồn mở dành riêng cho dự án game và giải trí kết hợp code với tài sản nhị phân lớn. Lore xử lý file nhị phân như thành phần chính nhờ lưu trữ theo khối, loại bỏ trùng lặp và tải dữ liệu theo nhu cầu, sử dụng kiến trúc tập trung có địa chỉ nội dung với Merkle trees và chuỗi phiên bản bất biến.
Những lập trình viên làm game hoặc phát triển dự án đa media sẽ tìm hiểu Lore vì nó giải quyết những thách thức về quản lý phiên bản và lưu trữ binary phức tạp mà Git không thể xử lý hiệu quả, đặc biệt trong môi trường cần độ ổn định và hiệu suất cao như các dự án lớn.
Artist Cartesian Caramel has created a new Blender animation using Geometry Nodes that shows synthetic muscles growing across a character fiber by fiber. The setup has a cinematic, sci-fi/cyberpunk aesthetic. The artist is known for impressive procedural setups in Blender, including previous works on running water, sound visualization, skeleton arm tests, lighting effects, and spider webs.
Character artist Mattéo Contant shares his workflow for creating the Worship Leader character from the Migration student project at New3dge. He covers the full pipeline: blocking out the puffer jacket in ZBrush, using Marvelous Designer for a clean sculpting base, retopologizing in Maya with RizomUV for UV unwrapping at ~110k triangles, and texturing in Substance 3D Painter with heavy wear-and-tear detail. The most technically demanding element was a custom procedural shader in Unreal Engine using Fresnel effects and anisotropy to achieve a satin-like sheen on the jacket, enabling color variation across scene positions. Clothing simulation using Unreal Engine's Rigid Body node proved the biggest challenge due to multi-layer interpenetration issues.
Matcha is a free Maya plug-in by 3D artist Kanstantsin V. that streamlines working with photo references and camera matching. It lets users create, manage, save, and restore reference cameras, then project photo references directly onto 3D models. The tool supports combining UV and Projection Layers to build high-quality textures, with export to organized PSD files including projections, masks, and layer hierarchy. A Pro version adds a full projection painting workflow for building seamless textures from photo references. Both versions include an intuitive UI with hotkeys.
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.
The GameDev Tavern has launched a free 20-hour YouTube series teaching intermediate game developers how to build a complete 3D dungeon crawler called Goblins' Den in Godot from scratch. Spanning 20 episodes released on a MWF schedule, the course covers node-based state machines, composition models, ragdoll physics, shaders, pathfinding, lighting, and level design. All assets — textures, models, rigs, animations, music, and sound effects — are created within the course itself. The full project code and assets are available on GitHub under the MIT License.
Prehistoric Planet: Ice Age, the third season of the BBC Studios docuseries, required VFX and animation for over 40 scientifically accurate extinct creatures. Framestore and Practice Creations collaborated on the production, using physical puppets on real-world locations to plan timing, framing, and focus before shooting clean plates. Puppets were built to be lightweight and durable enough for extreme environments like Mongolian steppes and Iceland. The workflow involved a 'puppet pass' to establish natural performance and spontaneity before the digital creatures were composited in.
AutoRemesher 1.0 has officially launched after more than five years of development. It is a free, open-source retopology tool (MIT license) that converts high-polygon meshes into clean quad-based topology. Available on Windows, macOS, and Linux, it uses libraries like Geogram and libigl under the hood. While some manual cleanup may still be needed, the remeshing process is reportedly fast, making it a viable alternative to other retopology solutions.