Moncage is a clever little puzzler where you attempt to solve a cleverly designed perspective based puzzle box that depicts different scenes from a mysterious island.
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shark vs the universe

Origami Around
almost home

Kaledo Art
Claire Keane
2025 on Tumblr: Trends That Defined the Year
Three Goblin Art

Janaina Medeiros
Xuebing Du
trying on a metaphor
let's talk about Bridgerton tea, my ask is open
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he wasn't even looking at me and he found me

if i look back, i am lost

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@3rd-dim
Moncage is a clever little puzzler where you attempt to solve a cleverly designed perspective based puzzle box that depicts different scenes from a mysterious island.
Read More & Play The Alpha Demo, Free (Windows)

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Feudal Japan by Manuel Fuentes - 3ds MaxĀ
UE4 - Roman Courtyard and temple scene by MavericĀ <<< check out all his other amazing work.
An Art Book filled and Calendar filled with adorable little critters, and an adorable little girl in a beautiful forest.
Go check out one of my former studentās kickstarter art book/calendar project!Ā Support if you can!
So you want to learn 3D art - pt. 1
Disclaimer: Itās almost impossible to give an exhaustive list of all the possible learning resources for the different tools, techniques and modeling terms in here so youāll need to use Google-Fu yourself for your specific interest. Most of the links Iām supplying are for understanding general concepts of model creation and texturing rather than specific workflows for specific software, which youāll need to study yourself. Usually art software developers have their own exhaustive learning pages or videos. Any advice I can give is also specifically geared towards making real-time 3D models. Ultimately one of the most important skills for a 3D artist is being able to do their own research and trial and error, and aid will rarely come in a spoonfed form. Modelers are usually split into a few major categories: Character Art / Organics, Environment and Prop art, Hard Surface, Vehicles. Having an idea of where your interests fall will help in figuring out your learning path and the best resources.
Most commonly used industry software
Autodesk 3DS Max - The industry standard essential. Polygon modeling, animation, lighting, rigging, morphs, effects, rendering Autodesk Maya - same but more geared towards animation, high end hair tools Modo - Popular alternative to 3DS Max but lacks many dev tools & exporters Blender - famously free, does most things Max and Maya do, love or hate Zbrush - digital sculpting and high poly modeling software, an absolute must for todayās 3D artist Mudbox - Autodeskās Zbrush alternative, not used much in studios 3Dcoat - Texture UV mapping and topology tools, texture painting, PBR tools, voxel highpoly modeling Substance Painter - Material and texture creation tool for models for Physically Based Rendering engines, powerful map baker Marvelous Designer - Cloth simulation and clothing design software xNormal - Free texture map baker TopoGun - Topology creation tool Handplane - Texture UV mapping tool Marmoset Toolbag - realtime renderer for creating presentation shots of your models Adobe Photoshop - For texture editing and render compositing nDO/DDO - Photoshop toolkit for creating PBR textures Keyshot - Rendering toolkit for high resolution models and product illustrations
Major 3D art learning & resource hubs Polycount - artists post WIP threads of their model projects, awesome for learning and inspiration Digital Tutors VERTEX, free online game art tutorial magazine The Gnomon Workshop (paid classes, books and videos but 100% worth it) Zbrush Classroom Zbrush Central Gumroad ArtStation is a gallery site, but itās great for checking out pro work and putting yours out there CGsociety is also a gallery 3D-coat learning General modeling concepts - basic stuff, topology http://blog.digitaltutors.com/basic-3d-modeling-terminology/ https://flippednormals.com/introduction-3d/ https://en.wikipedia.org/wiki/Polygonal_modeling http://topology-guides.tumblr.com/ http://blog.digitaltutors.com/understanding-uvs-love-them-or-hate-them-theyre-essential-to-know/ Texturing http://blog.digitaltutors.com/cover-bases-common-3d-texturing-terminology/ http://blog.digitaltutors.com/understanding-difference-texture-maps/ http://www.cgsociety.org/index.php/cgsfeatures/cgsfeaturespecial/the_top_ten_tips_of_texturing Tyson Murphy texture painting demonstration in 3Dcoat Demon Chaser Tutorial by FirstKeeper Baking, Normal Maps http://wiki.polycount.com/wiki/Normal_map https://en.wikipedia.org/wiki/Normal_mapping http://blog.digitaltutors.com/bump-normal-and-displacement-maps/ Specifics Polycount Wiki - a lot of assorted guides What is Physically Based Rendering Character modeling breakdowns and tutorials Polycount archive of environment modeling tutorials Polycount: generalities on character modeling
Iāll try to expand on the general technical workflow shared across disciplines and software preferences in a part 2.

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This 3D environment was a project I started as a way for me to better learn how to use Substance Designer. The rocks were first grey-boxed in 3Ds Max and then moved across into Zbrush so that they could be given more organic shapes. After the models were done I started texturing them in Designer. Designer was also purely used for the creation of the ground textures. Can also be viewed on my artstation: https://www.artstation.com/artwork/RPloW
Among Trees
Hi! Iām Matt Wilde, an old man from the North of England who has worked in visual effects, lighting, and rendering for games since the last century. Most recently, I worked on Variable Stateās Virginia. Previously I was responsible for blood, magic, and urine in games as diverse as The Lord of The Rings Aragornās Quest (magic/blood), The House of the Dead: Overkill (blood/urine), and Dancing with the Stars: The Official GameĀ (all of the above). Now Iām contributing VFX and rendering to In the Valley of Gods at Campo Santo.
Putting together our announcement trailer provided plenty of challenges, but one thing I spent a fair chunk of time on didnāt actually make the final cut: a scene where Zora and Rashida wade through an ancient flooded passageway.
The starting point was this thumbnail sketch from art director Claire Hummel:
To bring the scene to life, weād need nice-looking water, which wouldnāt be convincing if it didnāt react to the motion of the characters and surrounding geometry. A game that does this well is Resident Evil 7 (especially if youāre a fan of floating corpses, like I am).
To this end, graphics programmer Pete Demoreuille (who apparently does exist even though he doesnāt have a Twitter profile) created a GPU-based simulation using a āshallow-waterā approximation. Itās a little more accurate than traditional video game techniques, as it accounts for the waterās depth and computes its horizontal velocity along with height. For collision with the characters and the world, a āsigned distance fieldā can be precomputed for the static environment, and characters are added in per-frame by attaching primitives (capsules, in this case) to bones in their rigs.Ā Got it?
The end result is a number of dynamic textures which are fed into the shader for the water surfaceās height, normal, velocity, and distance from a blocking object. Timo KellomƤkiās work on water simulation in games is a great reference.
With these at my disposal, I set about making an actual shader, starting with a simple flow mapping textureāthe flowing determined by the simulation. The output is brightened depending on factors like surface normal and velocity. The below was captured right out of the Unity editor and was immediately fun to play with. Imagine the capsule is a rubber duck, like I did. For about a week.
I gradually built this into a more watery-looking shader with the addition of normal mapping, depth-based transparency, caustic lighting effects, and probably some other things.
By this time the passage scene contained some first pass environment modelling and character animation, so I could try the shader out in situ. But first, Claire produced this handy style guide broken down into layers.
Isolating each element of the material was really useful in getting the final combined effect to work as we hoped it would. This is how it looked with the breakdown recreated in the shader:
If youāve worked with Unity shaders, you may appreciate that getting shadows to project onto a translucent surface is quite challenging. But I think it was worth the effort to enable the subtly visible geometry under the surface, fogged and blurred by depth.
With the characters and colliders added, the scene was as complete as it was ever going to get. The environment, character models and animation would all be updated in time, and I had plans to add particle splashes, water dripping from the ceiling, and a way to allow the characters to appear to get dynamically wet. But then, the devastating news.
The shot had been cut from the trailer.
Not one to take this kind of thing badly, I quickly brushed it off and it was really no more than a few months and a Balinese yoga retreat later and I was eagerly anticipating my next challenge. Dust motes? Oh no thatās great. Bring it on. I love dust.
Fantastic!! Ā Must share!
TRAVEL OREGON - ONLY SLIGHTLY EXAGGERATED
Animation produced byĀ Psyop and Sun Creature StudioĀ campaign for Travel Oregon.
not 3D... but too good to not post.

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To celebrate the coming year of the dog, JD.com, Chinaās largest retailer, has released an animation starring its mascot, Joy: āA JOY STORY: Joy and Heronā
Redwood Forest by MAWI UnitedĀ Ā Always setting the bar high..
Rain by Guzz SoaresĀ
Concept by Zac Retz
Overwatch - Rise and Shine
The Making ofĀ āRise and Shineā

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A four-part video breakdown of a pipeline for low poly characters by John DeRiggi.
Environment work on maps for Blizzard Entertainment's Overwatch Ā -Ā Thiago KlafkeĀ -Ā Bram Eulaers - Philip Klevestav - Dion Rogers - Helder Pinto