Hmm, fairly big news for the gaming world - Peter Moore is resigning from Microsoft to move back to California, where he will be taking the role of the head of EA Sports division. Don Mattrick will be taking his place at Microsoft. Kind of ironic really. Oh well, although Moore was doing great things at Microsoft, Mattrick…
Development Blog: Timeless Epoch Blog #2 – Lore of the Land [Urubis Exilium] One of the most important steps in any project I undertake is establishing the narrative foundation—the world that my art belongs to. For me, the art is never just about aesthetics; it’s about context. Where does this structure belong? Who lives…
No the normal map one it actually uses the same underlying code. Although you can choose to output 8 bits per channel, or 16. The 2D one though is a customization which bypasses the blue channel. I just wanted SBSARs I could open in Substance Player, and to share with people who don't have Designer.
Hi everyone 👋 My name is Artem, I’m a 3D Character Artist with 5+ years of experience in mobile game development. My main focus is stylized, hand-painted characters – that’s the work I enjoy the most and where I feel strongest. I care a lot about readable silhouettes, clean shapes, appealing colors, and personality in…
Currently working on an idea I had for a stylized skate park to probably end up being rendered in UE5 or something. I've been trying some different things like instead of having a cylindrical rail on the top edge of the ramp, a more square like one. I modeled out a bunch of different pieces to be put together but before I…
31/12/25 Its been awhile since any artpost because there is nothing worthy to show. From just a head in 2024 , 2025 has been a year of trying different pipeline and character design. Gotta polish those hair and face before getting back to costume again. Looking back , for some reason May to December 2025 the second half of…
Do you create moss in Substance Designer, or is there a method to do it in SpeedTree to use as a texture for blending? I'm aiming for realistic results.
Hi everyone. :) This is the final post for this project. What started as an early blockout evolved through several iterations into a fully realized sci-fi atrium environment inspired by the Presidium from Mass Effect. Throughout the project I focused heavily on making deliberate design decisions rather than locking things…
Hi This issue has been a reoccuring problem that I've not been able to figure out and was wondering if someone could help me? For a clothing asset I've made, I've followed this workflow on getting clean topology and UVs from Marvelous Designer to Maya/ZBrush…
hii my name is nat soz 26 from israel, looking to do freelance im pro at doing both architecture realistic renders or Game Desgin here is my website http://israeli-architecture.com/ here is some 3d for mobile games : https://www.youtube.com/watch?v=F4vTJKDnom0 here is some 3d for asset store : (low poly games )…