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.
Nguồn: https://80.lv/articles/this-free-maya-tool-facilitates-working-with-photo-references-camera-matching. 8sync News chỉ tóm tắt và dẫn link; bản quyền nội dung thuộc tác giả và nguồn gốc.
Creative Assembly's creative director Al Hope and animation director Simon Ridge discuss the 12-year gap between Alien: Isolation and its sequel. The extended wait proved beneficial, allowing the team to observe growing audience appreciation, gather player feedback, and avoid simply copying the original. Alien: Isolation 2 expands on the first game's stealth-action survival-horror formula with a new protagonist (Blake), a new outdoor colony world setting (Terra Firma), and a seesaw of claustrophobic indoor and exposed outdoor environments. The developers credit the original game's cult following, livestreaming culture on YouTube and Twitch, and the broader resurgence of horror games for validating the sequel's development.
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.
Nhóm làm việc định dạng 3D của Khronos đang phát triển glTF 2.1, phiên bản tương thích ngược nhằm hỗ trợ các cảnh 3D lớn, phức hợp thay vì chỉ tài sản đơn lẻ. Tính năng mới bao gồm biểu đồ cảnh đa tệp chuẩn hóa, phân vùng không gian, hệ thống LOD, streaming tiến triển và tích hợp khái niệm 3D Tiles từ OGC, phục vụ digital twins, BIM, thành phố thông minh và môi trường cộng tác quy mô lớn. Đặc tả được phát triển công khai trên GitHub và cộng đồng có thể đóng góp phản hồi, với thảo luận dự kiến tại glTF Ecosystem Forum trong SIGGRAPH 2026.
Lập trình viên cần đọc bài này để hiểu cách mở rộng glTF 2.1 thành công cho các ứng dụng 3D lớn như game, kiến trúc số, hoặc các môi trường thực tế ảo phân tán, giúp tối ưu hóa hiệu suất và tương thích cho các dự án quy mô lớn.
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 character artist Eugene Roienko recreated Jinx from Arcane season 2 using ZBrush, Substance 3D Painter, Blender, RizomUV, and Maya. Starting from a sphere with no base mesh, he sculpted stylized proportions from scratch. To achieve the iconic Arcane look, he used Blender's hair particle system with a custom shader for a 2D appearance, and rendered separate passes (albedo, AO, hard shadows, emission) composited in Photoshop rather than relying on traditional 3D rendering.
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.
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.