• يا جماعة، عندي خبر حماسي لعشاق Scott Pilgrim!

    تم الإعلان عن إضافة شخصيتين جدد للعبة Scott Pilgrim EX، وهما Lucas Lee وRoxie Richter! هذو "الأشرار السابقين" راح يكونوا قابلين للعب، وراح ينضموا لسكوت ورامونا في محاربة الفيجانز والروبوتات! Lucas راح يستخدم الـskateboard تاعه كسلاح، بينما Roxie راح تستعمل السيف الكاتانا بمهارة عالية. صراحة، الشغف اللي نحسه كلما نشوف هذي الشخصيات راح يعيد لنا ذكريات رائعة من اللعبة الأصلية!

    لازم نكون منتظرين باقي الشخصيات اللي راح ينضموا للمعركة! تحس بصح أن اللعبة هذي راح تعيد روح المغامرة فينا.

    تابعوا الرابط للمزيد من التفاصيل:
    https://gameinformer.com/2025/08/27/scott-pilgrim-ex-adds-lucas-lee-and-roxie-richter-as-playable-characters

    #ScottPilgrim #Gaming #Lucas
    🎮👾 يا جماعة، عندي خبر حماسي لعشاق Scott Pilgrim! تم الإعلان عن إضافة شخصيتين جدد للعبة Scott Pilgrim EX، وهما Lucas Lee وRoxie Richter! هذو "الأشرار السابقين" راح يكونوا قابلين للعب، وراح ينضموا لسكوت ورامونا في محاربة الفيجانز والروبوتات! Lucas راح يستخدم الـskateboard تاعه كسلاح، بينما Roxie راح تستعمل السيف الكاتانا بمهارة عالية. صراحة، الشغف اللي نحسه كلما نشوف هذي الشخصيات راح يعيد لنا ذكريات رائعة من اللعبة الأصلية! 🎉 لازم نكون منتظرين باقي الشخصيات اللي راح ينضموا للمعركة! تحس بصح أن اللعبة هذي راح تعيد روح المغامرة فينا. تابعوا الرابط للمزيد من التفاصيل: https://gameinformer.com/2025/08/27/scott-pilgrim-ex-adds-lucas-lee-and-roxie-richter-as-playable-characters #ScottPilgrim #Gaming #Lucas
    Scott Pilgrim EX Adds Lucas Lee And Roxie Richter As Playable Characters
    gameinformer.com
    Scott Pilgrim EX, the beat-em-up inspired by the popular graphic novel series, is getting two more playable characters. Roxie Richter and Lucas Lee, two of the series' iconic Evil Exes, join Sco
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  • يا جماعة، واش راكم رايين في DuckDuckGo هاد الأيام؟

    للي ما يعرفش، DuckDuckGo قرروا يضيفوا إمكانية الوصول لنماذج AI متطورة في الاشتراك الشهري بـ 9.99 دولار. يعني راح تقدر تحوس على GPT-4o وGPT-5 من OpenAI، وحتى Claude Sonnet 4 من Anthropic وLlama Maverick من Meta. هوما شادين اليد في اليد مع التكنولوجيا الحديثة، ويبدو لي راهم في الطريق الصحيح!

    شخصياً، جربت بعض هاد النماذج وواش نقولكم؟ حسيت روحي كأني في فيلم خيال علمي! عندي فضول كبير نشوف واش راح يقدموه لنا في المستقبل.

    تفكروا، كل ما كانت التكنولوجيا قريبة منّا، كل ما زادت فرصتنا نطورو ونستفادوا أكثر.

    https://techcrunch.com/2025/09/04/duckduckgo-adds-access-to-advanced-models-to-it-subscription-plan/
    #تقنية #AI #DuckDuckGo #تكنولوجيا_متطورة #Innovation
    يا جماعة، واش راكم رايين في DuckDuckGo هاد الأيام؟ 🤔 للي ما يعرفش، DuckDuckGo قرروا يضيفوا إمكانية الوصول لنماذج AI متطورة في الاشتراك الشهري بـ 9.99 دولار. يعني راح تقدر تحوس على GPT-4o وGPT-5 من OpenAI، وحتى Claude Sonnet 4 من Anthropic وLlama Maverick من Meta. هوما شادين اليد في اليد مع التكنولوجيا الحديثة، ويبدو لي راهم في الطريق الصحيح! شخصياً، جربت بعض هاد النماذج وواش نقولكم؟ حسيت روحي كأني في فيلم خيال علمي! 😄 عندي فضول كبير نشوف واش راح يقدموه لنا في المستقبل. تفكروا، كل ما كانت التكنولوجيا قريبة منّا، كل ما زادت فرصتنا نطورو ونستفادوا أكثر. https://techcrunch.com/2025/09/04/duckduckgo-adds-access-to-advanced-models-to-it-subscription-plan/ #تقنية #AI #DuckDuckGo #تكنولوجيا_متطورة #Innovation
    techcrunch.com
    With DuckDuckGo's $9.99 per month plan, users will be able to access newer models, including OpenAI’s GPT-4o and GPT-5, Anthropic’s Claude Sonnet 4, and Meta’s Llama Maverick.
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  • يا جماعة، تعرفوا شنو الوقت لي جاي؟ TechCrunch Disrupt 2025 جابت لنا موعد لا يُفوّت!

    الـ Builders Stage هو المكان وين المؤسسين، المشغلين، والمستثمرين يجتمعوا ويدردشوا على كيفاش يحوّلو الأفكار البسيطة إلى بزنس ناجح. الفكرة هنا أنو كل واحد يشارك تجربتو ورؤيتو، وهذا لي يخلي النقاشات أكثر فعالية وحماس.

    أنا شخصياً، حسيت بلي كاين طاقة إيجابية كبيرة في مثل هاد الفعاليات. كي نشوف الناس يحققوا مشاريعهم، نخاف نكون حبيس أفكاري. لازم الكل يشارك، ونبني مع بعض مجتمع داعم.

    ما تنساوش، التجربة هي لي تعلّم و تفيد.

    https://techcrunch.com/2025/09/03/techcrunch-disrupt-2025-adds-new-leading-voices-to-the-builders-stage-agenda/

    #بزنس #TechCrunch #تكنولوجيا #Innovations #Entrepreneurs
    🚀 يا جماعة، تعرفوا شنو الوقت لي جاي؟ TechCrunch Disrupt 2025 جابت لنا موعد لا يُفوّت! الـ Builders Stage هو المكان وين المؤسسين، المشغلين، والمستثمرين يجتمعوا ويدردشوا على كيفاش يحوّلو الأفكار البسيطة إلى بزنس ناجح. الفكرة هنا أنو كل واحد يشارك تجربتو ورؤيتو، وهذا لي يخلي النقاشات أكثر فعالية وحماس. أنا شخصياً، حسيت بلي كاين طاقة إيجابية كبيرة في مثل هاد الفعاليات. كي نشوف الناس يحققوا مشاريعهم، نخاف نكون حبيس أفكاري. لازم الكل يشارك، ونبني مع بعض مجتمع داعم. ما تنساوش، التجربة هي لي تعلّم و تفيد. https://techcrunch.com/2025/09/03/techcrunch-disrupt-2025-adds-new-leading-voices-to-the-builders-stage-agenda/ #بزنس #TechCrunch #تكنولوجيا #Innovations #Entrepreneurs
    techcrunch.com
    The Builders Stage at TechCrunch Disrupt 2025 is where founders, operators, and investors get real about what it takes to turn an idea into a business that works.
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  • شكون يحب يقطع لقطات من مسلسلاته المفضلة؟

    نتفليكس طورت خاصية "Moments" في التطبيق المحمول، وصارت عندها أداة جديدة تشبه تلك اللي نلقاوها في Twitch. دابا تقدر تحفظ اللقطات اللي تعجبك وتقطّعها بسهولة، وتشاركها مع صحابك في أي وقت. كاين زر "Clip" يخرجلك محرر بسيط باش تحدد الأوقات اللي تحبها.

    حبيت الفكرة لأنها تخليني نرجع نشوف أحلى اللحظات في السلسلات، خاصة كيفما كان الحال مع "Wednesday" اللي راجعين له بأجزاء جديدة! وكيما نعرفو، بعض اللقطات ولات ترند وتولي فيروية، خاصة كي تكون فيها لحظات مضحكة أو مؤثرة.

    نتفليكس تشوف هذي المبادرة كطريقة جديدة لجلب المشتركين، ونحب نخمن في كيفاه راح تكون المواقف الجاية مع هذي الإضافات الجديدة!

    https://www.engadget.com/entertainment/tv-movies/netflix-adds-twitch-like
    🎬 شكون يحب يقطع لقطات من مسلسلاته المفضلة؟ نتفليكس طورت خاصية "Moments" في التطبيق المحمول، وصارت عندها أداة جديدة تشبه تلك اللي نلقاوها في Twitch. دابا تقدر تحفظ اللقطات اللي تعجبك وتقطّعها بسهولة، وتشاركها مع صحابك في أي وقت. كاين زر "Clip" يخرجلك محرر بسيط باش تحدد الأوقات اللي تحبها. حبيت الفكرة لأنها تخليني نرجع نشوف أحلى اللحظات في السلسلات، خاصة كيفما كان الحال مع "Wednesday" اللي راجعين له بأجزاء جديدة! وكيما نعرفو، بعض اللقطات ولات ترند وتولي فيروية، خاصة كي تكون فيها لحظات مضحكة أو مؤثرة. نتفليكس تشوف هذي المبادرة كطريقة جديدة لجلب المشتركين، ونحب نخمن في كيفاه راح تكون المواقف الجاية مع هذي الإضافات الجديدة! https://www.engadget.com/entertainment/tv-movies/netflix-adds-twitch-like
    www.engadget.com
    Netflix has upgraded its Moments feature for the mobile app. It already lets users save iconic scenes, but now there's a simple editor to bring it in line with something like Twitch's clipping tool. Viewers can use the tool to set start and e
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  • يا جماعة الخير! عندكم فكرة جديدة تفرحكم إذا كنتوا من محبي العدو أو الرياضة بشكل عام!

    Strava، التطبيق اللي كل الرياضيين يعرفوه، جاب تحديث جديد لساعاته Apple Watch. التحديث هذا يقدّم تجربة “أكثر نظافة وبديهية” مع خاصية Live Segments. كيما يقولوا، هذي الخطوة جاية بعد الزيادة الكبيرة في عدد الرياضيين اللي يعتمدوا على Apple Watch، يعني Strava سمعوا لطلباتنا!

    شخصيًا، أنا نحب Strava بزاف في تتبّع تقدمي في العدو، وكنت ننتظر التحديث هذا بفارغ الصبر. كلّما نقدر نستغل التقنيات الحديثة في رياضتي، أحس كل شيء أسهل وأمتع.

    خلينا نكونوا دايمًا في تطور، رياضتنا تستحق الأفضل!

    https://www.theverge.com/news/771048/stravas-refreshed-apple-watch-app-adds-live-segments

    #Strava #AppleWatch #Sport #Fitness #Inspiration
    🚴‍♀️ يا جماعة الخير! عندكم فكرة جديدة تفرحكم إذا كنتوا من محبي العدو أو الرياضة بشكل عام! Strava، التطبيق اللي كل الرياضيين يعرفوه، جاب تحديث جديد لساعاته Apple Watch. التحديث هذا يقدّم تجربة “أكثر نظافة وبديهية” مع خاصية Live Segments. كيما يقولوا، هذي الخطوة جاية بعد الزيادة الكبيرة في عدد الرياضيين اللي يعتمدوا على Apple Watch، يعني Strava سمعوا لطلباتنا! شخصيًا، أنا نحب Strava بزاف في تتبّع تقدمي في العدو، وكنت ننتظر التحديث هذا بفارغ الصبر. كلّما نقدر نستغل التقنيات الحديثة في رياضتي، أحس كل شيء أسهل وأمتع. خلينا نكونوا دايمًا في تطور، رياضتنا تستحق الأفضل! https://www.theverge.com/news/771048/stravas-refreshed-apple-watch-app-adds-live-segments #Strava #AppleWatch #Sport #Fitness #Inspiration
    www.theverge.com
    Strava is bringing what it calls a “cleaner and more intuitive” experience to the Apple Watch along with Live Segments. The changes are meant to address growing demand from athletes turning to Apple’s wearable, according to Strava: In 2024, Strava sa
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  • تحب تقرا كتب جديدة لكن ما تعرفش منين تبدأ؟

    Libby، التطبيق المعروف بين عشاق القراءة، قرر يضيف ميزة جديدة اسمها "Inspire Me"، وهي خاصية تعتمد على الذكاء الاصطناعي باش تساعد المستخدمين يلقاو الكتب اللي يناسبهم من المكتبات المحلية. لكن، مش كل الناس فرحانة بهذا التغيير، وهنا وين يبدأ الجدل!

    بصراحة، حسيت بفضول كبير، لكن في نفس الوقت، جاتني شوية خاف من فكرة الذكاء الاصطناعي. هل سيعوض الذوق الشخصي ويخلي القراءة أقل متعة؟ عندي تجارب كبيرة مع المكتبات، والاختيار الشخصي كان دائما جزء من التجربة.

    المهم، راح نشوف كيفاش هالمميزات الجديدة راح تأثر على عالم القراءة.

    https://techcrunch.com/2025/08/26/libbys-library-app-adds-an-ai-discovery-feature-and-not-everyone-is-thrilled/
    #Libby #قراءة #ذكاء_اصطناعي #مكتبات #Innovation
    تحب تقرا كتب جديدة لكن ما تعرفش منين تبدأ؟ 📚💡 Libby، التطبيق المعروف بين عشاق القراءة، قرر يضيف ميزة جديدة اسمها "Inspire Me"، وهي خاصية تعتمد على الذكاء الاصطناعي باش تساعد المستخدمين يلقاو الكتب اللي يناسبهم من المكتبات المحلية. لكن، مش كل الناس فرحانة بهذا التغيير، وهنا وين يبدأ الجدل! بصراحة، حسيت بفضول كبير، لكن في نفس الوقت، جاتني شوية خاف من فكرة الذكاء الاصطناعي. هل سيعوض الذوق الشخصي ويخلي القراءة أقل متعة؟ عندي تجارب كبيرة مع المكتبات، والاختيار الشخصي كان دائما جزء من التجربة. المهم، راح نشوف كيفاش هالمميزات الجديدة راح تأثر على عالم القراءة. https://techcrunch.com/2025/08/26/libbys-library-app-adds-an-ai-discovery-feature-and-not-everyone-is-thrilled/ #Libby #قراءة #ذكاء_اصطناعي #مكتبات #Innovation
    techcrunch.com
    Libby launches "Inspire Me," a genAI feature that helps its users find books to borrow from local libraries.
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  • هل عمرك جربت تخلق محتوى فيديو وتمنيت لو كان عندك أدوات أسهل؟

    جوجل جابت لنا خبر حلو! أطلقت النسخة المجانية من محرر الفيديو Vids، ومليانة ميزات جديدة. صحيح ما فيهاش ميزات الذكاء الاصطناعي، لكن كافية باش تساعدنا على إنتاج فيديوهات رائعة بسهولة. وش رأيكم، هل تعتقدوا أن هذه النسخة تكفي؟

    بالنسبة لي، دايمًا كنت نبحث على أدوات تساعدني في التعديل على الفيديوهات بشكل أسرع وأفضل. تخليني أبدع دون ما نضيع وقت في تعقيدات.

    فكروا في الموضوع، مع هالأدوات الجديدة، وين رايحين نوصلوا في عالم المحتوى الرقمي؟

    https://techcrunch.com/2025/08/27/google-vids-adds-ai-avatars-to-its-video-editor-and-launches-a-consumer-version/
    #GoogleVids #VideoEditing #محتوى_رقمي #تكنولوجيا #AI
    🔥 هل عمرك جربت تخلق محتوى فيديو وتمنيت لو كان عندك أدوات أسهل؟ جوجل جابت لنا خبر حلو! أطلقت النسخة المجانية من محرر الفيديو Vids، ومليانة ميزات جديدة. صحيح ما فيهاش ميزات الذكاء الاصطناعي، لكن كافية باش تساعدنا على إنتاج فيديوهات رائعة بسهولة. وش رأيكم، هل تعتقدوا أن هذه النسخة تكفي؟ بالنسبة لي، دايمًا كنت نبحث على أدوات تساعدني في التعديل على الفيديوهات بشكل أسرع وأفضل. تخليني أبدع دون ما نضيع وقت في تعقيدات. فكروا في الموضوع، مع هالأدوات الجديدة، وين رايحين نوصلوا في عالم المحتوى الرقمي؟ https://techcrunch.com/2025/08/27/google-vids-adds-ai-avatars-to-its-video-editor-and-launches-a-consumer-version/ #GoogleVids #VideoEditing #محتوى_رقمي #تكنولوجيا #AI
    techcrunch.com
    Google is launching a free consumer version of its video editor Vids that will be available without any AI-powered features.
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  • New Path Of Exile 2 Update Finally Adds In-Game Market Browser

    Path of Exile 2's next update The Third Edict is set to add a whole new act, region, and plenty of other new content to the game--but it's the new asynchronous trading system that really has players excited. Grinding Gear Games has shown off the system's new in-game market browser, just days out from the update drop.GGG explains in the video that the in-game trade browser wasn't quite ready to be shown off when the studio did its initial content drop for The Third Edict, but it's now ready to go. The in-game market browser works similarly to PoE 2's official trade website, allowing players to search for items they want in the player-to-player trade system. The new asynchronous trade system means the seller no longer has to be online for a trade to take place--buyers can now purchase it directly from the seller's Hideout. The seemingly simple feature brings a major quality-of-life improvement for PoE 2 players, simplifying what was previously a fairly involved, multi-step process into an easier task. The asynchronous trade system is set to come to the original Path of Exile in future too, provided its integration into PoE 2 goes smoothly.Continue Reading at GameSpot
    #new #path #exile #update #finally
    New Path Of Exile 2 Update Finally Adds In-Game Market Browser
    Path of Exile 2's next update The Third Edict is set to add a whole new act, region, and plenty of other new content to the game--but it's the new asynchronous trading system that really has players excited. Grinding Gear Games has shown off the system's new in-game market browser, just days out from the update drop.GGG explains in the video that the in-game trade browser wasn't quite ready to be shown off when the studio did its initial content drop for The Third Edict, but it's now ready to go. The in-game market browser works similarly to PoE 2's official trade website, allowing players to search for items they want in the player-to-player trade system. The new asynchronous trade system means the seller no longer has to be online for a trade to take place--buyers can now purchase it directly from the seller's Hideout. The seemingly simple feature brings a major quality-of-life improvement for PoE 2 players, simplifying what was previously a fairly involved, multi-step process into an easier task. The asynchronous trade system is set to come to the original Path of Exile in future too, provided its integration into PoE 2 goes smoothly.Continue Reading at GameSpot #new #path #exile #update #finally
    New Path Of Exile 2 Update Finally Adds In-Game Market Browser
    www.gamespot.com
    Path of Exile 2's next update The Third Edict is set to add a whole new act, region, and plenty of other new content to the game--but it's the new asynchronous trading system that really has players excited. Grinding Gear Games has shown off the system's new in-game market browser, just days out from the update drop.GGG explains in the video that the in-game trade browser wasn't quite ready to be shown off when the studio did its initial content drop for The Third Edict, but it's now ready to go. The in-game market browser works similarly to PoE 2's official trade website, allowing players to search for items they want in the player-to-player trade system. The new asynchronous trade system means the seller no longer has to be online for a trade to take place--buyers can now purchase it directly from the seller's Hideout. The seemingly simple feature brings a major quality-of-life improvement for PoE 2 players, simplifying what was previously a fairly involved, multi-step process into an easier task. The asynchronous trade system is set to come to the original Path of Exile in future too, provided its integration into PoE 2 goes smoothly.Continue Reading at GameSpot
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  • Fur Grooming Techniques For Realistic Stitch In Blender

    IntroductionHi everyone! My name is Oleh Yakushev, and I'm a 3D Artist from Ukraine. My journey into 3D began just three years ago, when I was working as a mobile phone salesperson at a shopping mall. In 2022, during one slow day at work, I noticed a colleague learning Python. We started talking about life goals. I told him I wanted to switch careers, to do something creative, but programming wasn't really my thing.He asked me a simple question: "Well, what do you actually enjoy doing?"I said, "Video games. I love video games. But I don't have time to learn how to make them, I've got a job, a family, and a kid."Then he hit me with something that really shifted my whole perspective."Oleh, do you play games on your PlayStation?"I said, "Of course."He replied, "Then why not take the time you spend playing and use it to learn how to make games?"That moment flipped a switch in my mind. I realized that I did have time, it was just a matter of how I used it. If I really wanted to learn, I could find a way. At the time, I didn't even own a computer. But where there's a will, there's a way: I borrowed my sister's laptop for a month and started following beginner 3D tutorials on YouTube. Every night after work, once my family went to sleep, I'd sit in the kitchen and study. I stayed up until 2 or 3 AM, learning Blender basics. Then I'd sleep for a few hours before waking up at 6 AM to go back to work. That's how I spent my first few months in 3D, studying every single night.3D completely took over my life. During lunch breaks, I watched 3D videos, on the bus, I scrolled through 3D TikToks, at home, I took 3D courses, and the word "3D" just became a constant in my vocabulary.After a few months of learning the basics, I started building my portfolio, which looks pretty funny to me now. But at the time, it was a real sign of how committed I was. Eventually, someone reached out to me through Behance, offering my first freelance opportunity. And thatэs how my journey began, from mall clerk to 3D artist. It's been a tough road, full of burnout, doubts, and late nights... but also full of curiosity, growth, and hope. And I wouldn't trade it for anything.The Stitch ProjectI've loved Stitch since I was a kid. I used to watch the cartoons, play the video games, and he always felt like such a warm, funny, chill, and at the same time, strong character. So once I reached a certain level in 3D, I decided to recreate Stitch.Back then, my skills only allowed me to make him in a stylized cartoonish style, no fur, no complex detailing, no advanced texturing, I just didn't have the experience. Surprisingly, the result turned out pretty decent. Even now, I sometimes get comments that my old Stitch still looks quite cute. Though honestly, I wouldn't say that myself anymore. Two years have passed since I made that first Stitch, it was back in 2023. And in 2025, I decided it was time to challenge myself.At that point, I had just completed an intense grooming course. Grooming always intimidated me, it felt really complex. I avoided it on commercial projects, made a few failed attempts for my portfolio, and overall tried to steer clear of any tasks where grooming was required. But eventually, I found the strength to face it.I pushed myself to learn how to make great fur, and I did. I finally understood how the grooming system works, grasped the logic, the tools, and the workflow. And after finishing the course, I wanted to lock in all that knowledge by creating a full personal project from scratch.So my goal was to make a character from the ground up, where the final stage would be grooming. And without thinking too long, I chose Stitch.First, because I truly love the character. Second, I wanted to clearly see my own progress over the past two years. Third, I needed to put my new skills to the test and find out whether my training had really paid off.ModelingI had a few ideas for how to approach the base mesh for this project. First, to model everything completely from scratch, starting with a sphere. Second, to reuse my old Stitch model and upgrade it.But then an idea struck me: why not test how well AI could handle a base mesh? I gathered some references and tried generating a base mesh using AI, uploading Stitch visuals as a guide. As you can see from the screenshot, the result was far from usable. So I basically ended up doing everything from scratch anyway.So, I went back to basics: digging through ArtStation and Pinterest, collecting references. Since over the last two years, I had not only learned grooming but also completely changed my overall approach to character creation, it was important for me to make a more detailed model, even if much of it would be hidden under fur.The first Stitch was sculpted in Blender, with all the limitations that come with sculpting in it. But since then, I've leveled up significantly and switched to more advanced tools. So this second version of Stitch was born in ZBrush. By the time I started working on this Stitch, ZBrush had already become my second main workspace. I've used it to deliver tons of commercial projects, I work in it almost daily, and most of my portfolio was created using this tool. I found some great reference images showing Stitch's body structure. Among them were official movie references and a stunning high-poly model created by Juan Hernández, a version of Stitch without fur. That model became my primary reference for sculpting.Truth is, Stitch's base form is quite simple, so blocking out the shape didn't take too long. When blocking, I use Blender in combination with ZBrush:I work with primary forms in ZBrushThen check proportions in BlenderFix mistakes, tweak volumes, and refine the silhouetteSince Stitch's shape isn't overly complex, I broke him down into three main sculpting parts:The body: arms, legs, head, and earsThe nose, eyes, and mouth cavityWhile planning the sculpt, I already knew I'd be rigging Stitch, both body and facial rig. So I started sculpting with his mouth open.While studying various references, I noticed something interesting. Stitch from promotional posters, Stitch from the movie, and Stitch as recreated by different artists on ArtStation all look very different from one another. What surprised me the most was how different the promo version of Stitch is compared to the one in the actual movie. They are essentially two separate models:Different proportionsDifferent shapesDifferent texturesEven different fur and overall designThis presented a creative challenge, I had to develop my own take on Stitch's design. Sometimes I liked the way the teeth were done in one version, in another, the eye placement, in another, the fur shape, or the claw design on hands and feet.At first, considering that Stitch is completely covered in fur from head to toe, sculpting his underlying anatomy seemed pointless. I kept asking myself: "Why sculpt muscles and skin detail if everything will be hidden under fur anyway?"But eventually, I found a few solid answers for myself. First, having a defined muscle structure actually makes the fur grooming process easier. That's because fur often follows the flow of muscle lines, so having those muscles helps guide fur direction more accurately across the character's body.Second, it's great anatomy practice, and practice is never a waste. So, I found a solid anatomical reference of Stitch with clearly visible muscle groups and tried to recreate that structure as closely as possible in my own sculpt.In the end, I had to develop a full visual concept by combining elements from multiple versions of Stitch. Through careful reference work and constantly switching between Blender and ZBrush, I gradually, but intentionally, built up the body and overall look of our favorite fluffy alien.Topology & UVsThroughout the sculpting process, I spent quite a bit of time thinking about topology. I was looking for the most balanced solution between quality and production time. Normally, I do manual retopology for my characters, but this time, I knew it would take too much time, and honestly, I didn't have that luxury.So I decided to generate the topology using ZBrush's tools. I split the model into separate parts using Polygroups, assigning individual groups for the ears, the head, the torso, the arms, the legs, and each of Stitch's fingers.With the Polygroups in place, I used ZRemesher with Keep Groups enabled and smoothing on group borders. This gave me a clean and optimized mesh that was perfect for UV unwrapping.Of course, this kind of auto-retopology isn't a full substitute for manual work, but it saved me a huge amount of time, and the quality was still high enough for what I needed. However, there was one tricky issue. Although Stitch looks symmetrical at first glance, his ears are actually asymmetrical. The right ear has a scar on the top, while the left has a scar on the bottomBecause of that, I couldn't just mirror one side in ZBrush without losing those unique features. Here's what I ended up doing: I created a symmetrical model with the right ear, then another symmetrical model with the left ear. I brought both into Blender, detached the left ear from one model, and attached it to the body of the other one. This way, I got a clean, symmetrical base mesh with asymmetrical ears, preserving both topology and detail. And thanks to the clean polygroup-based layout, I was able to unwrap the UVs with nice, even seams and clean islands.When it came to UV mapping, I divided Stitch into two UDIM tiles:The first UDIM includes the head with ears, torso, arms, and legs.The second UDIM contains all the additional parts: teeth, tongue, gums, claws, and noseSince the nose is one of the most important details, I allocated the largest space to it, which helped me to better capture its intricate details.As for the eyes, I used procedural eyes, so there was no need to assign UV space or create a separate UDIM for texturing them. To achieve this, I used the Tiny Eye add-on by tinynocky for Blender, which allows full control over procedural eyes and their parameters.This approach gave me high-quality eyes with customizable elements tailored exactly to my needs. As a result of all these steps, Stitch ended up with a symmetrical, optimized mesh, asymmetrical ears, and the body split across two UDIMs, one for the main body and one for the additional parts.TexturingWhen planning Stitch's texturing, I understood that the main body texture would be fairly simple, with much of the visual detail enhanced by the fur. However, there were some areas that required much more attention than the rest of the body. The textures for Stitch can be roughly divided into several main parts:The base body, which includes the primary color of his fur, along with additional shading like a lighter tone on the frontand a darker tone on the back and napeThe nose and ears, these zones, demanded separate focusAt the initial texturing/blocking stage, the ears looked too cartoony, which didn’t fit the style I wanted. So, I decided to push them towards a more realistic look. This involved removing bright colors, adding more variation in the roughness map, introducing variation in the base color, and making the ears visually more natural, layered, and textured on the surface. By combining smart materials and masks, I achieved the effect of "living" ears, slightly dirty and looking as natural as possible.The nose was a separate story. It occupies a significant part of the face and thus draws a lot of attention. While studying references, I noticed that the shape and texture of the nose vary a lot between different artists. Initially, I made it dog-like, with some wear and tear around the nostrils and base.For a long time, I thought this version was acceptable. But during test renders, I realized the nose needed improvement. So I reworked its texturing, aiming to make it more detailed. I divided the nose texture into four main layers:Base detail: Baked from the high-poly model. Over this, I applied a smart skin material that added characteristic bumps.Lighter layer: Applied via a mask using the AO channel. This darkened the crevices and brightened the bumps, creating a multi-layered effect.Organic detail: In animal references, I noticed slight redness in the nose area. I created another AO-masked layer with reddish capillaries visible through the bumps, adding depth and realism.Softness: To make the nose visually softer, like in references, I added a fill layer with only height enabled, used a paper texture as grayscale, and applied a blurred mask. This created subtle dents and wrinkles that softened the look.All textures were created in 4K resolution to achieve maximum detail. After finishing the main texturing stage, I add an Ambient Occlusion map on the final texture layer, activating only the Color channel, setting the blend mode to Multiply, and reducing opacity to about 35%. This adds volume and greatly improves the overall perception of the model.That covers the texturing of Stitch’s body. I also created a separate texture for the fur. This was simpler, I disabled unnecessary layers like ears and eyelids, and left only the base ones corresponding to the body’s color tones.During grooming, I also created textures for the fur's clamps and roughness. In Substance 3D Painter, I additionally painted masks for better fur detail.FurAnd finally, I moved on to the part that was most important to me, the very reason I started this project in the first place. Fur. This entire process was essentially a test of my fur grooming skills. After overcoming self-doubt, I trusted the process and relied on everything I had learned so far. Before diving into the grooming itself, I made sure to gather strong references. I searched for the highest quality and most inspiring examples I could find and analyzed them thoroughly. My goal was to clearly understand the direction of fur growth, its density and volume, the intensity of roughness, and the strength of clumping in different areas of Stitch's body.To create the fur, I used Blender and its Hair Particle System. The overall approach is similar to sculpting a high-detail model: work from broad strokes to finer details. So, the first step was blocking out the main flow and placement of the hair strands.At this point, I ran into a challenge: symmetry. Since the model was purposefully asymmetrical, the fur couldn't be mirrored cleanly. To solve this, I created a base fur blocking using Hair Guides with just two segments. After that, I split the fur into separate parts. I duplicated the main Particle System and created individual hair systems for each area where needed.In total, I broke Stitch's body into key sections: head, left ear, right ear, front torso, back torso, arms, hands, upper and lower legs, toes, and additional detailing layers. The final fur setup included 25 separate particle systems.To control fur growth, I used Weight Paint to fine-tune the influence on each body part individually. This separation gave me much more precision and allowed full control over every parameter of the fur on a per-section basis.The most challenging aspect of working with fur is staying patient and focused. Detail is absolutely critical because the overall picture is built entirely from tiny, subtle elements. Once the base layer was complete, I moved on to refining the fur based on my references.The most complex areas turned out to be the front of the torso and the face. When working on the torso, my goal was to create a smooth gradient, from thick, clumped fur on the chest to shorter, softer fur on the stomach.Step by step, I adjusted the transitions, directions, clumps, and volumes to achieve that look. Additionally, I used the fur itself to subtly enhance Stitch's silhouette, making his overall shape feel sharper, more expressive, and visually engaging.During fur development, I used texture maps to control the intensity of the Roughness and Clump parameters. This gave me a high degree of flexibility, textures drove these attributes across the entire model. In areas where stronger clumping or roughness was needed, I used brighter values; in zones requiring a softer look, darker values. This approach allowed for fine-tuned micro-level control of the fur shader and helped achieve a highly realistic appearance in renders.The face required special attention: the fur had to be neat, evenly distributed, and still visually appealing. The biggest challenge here was working around the eye area. Even with properly adjusted Weight Paint, interpolation sometimes caused strands to creep into the eyes.I spent a lot of time cleaning up this region to get an optimal result. I also had to revisit certain patches that looked bald, even though interpolation and weight painting were set correctly, because the fur didn't render properly there. These areas needed manual fixing.As part of the detailing stage, I also increased the number of segments in the Hair Guides.While the blocking phase only used two segments, I went up to three, and in some cases even five, for more complex regions. This gave me much more control over fur shape and flow.The tiniest details really matter, so I added extra fur layers with thinner, more chaotic strands extending slightly beyond the main silhouette. These micro-layers significantly improved the texture depth and boosted the overall realism.Aside from the grooming itself, I paid special attention to the fur material setup, as the shader plays a critical role in the final visual quality of the render. It's not enough to simply plug a color texture into a Principled BSDF node and call it done.I built a more complex shader, giving me precise control over various attributes. For example, I implemented subtle color variation across individual strands, along with darkening near the roots and a gradual brightening toward the tips. This helped add visual depth and made the fur look significantly more natural and lifelike.Working on the fur took up nearly half of the total time I spent on the entire model. And I'm genuinely happy with the result, this stage confirmed that the training I've gone through was solid and that I’m heading in the right direction with my artistic development.Rigging, Posing & SceneOnce I finished working on the fur, I rendered several 4K test shots from different angles to make sure every detail looked the way I intended. When I was fully satisfied with the results, it was time to move on to rigging.I divided the rigging process into three main parts:Body rig, for posing and positioning the characterFacial rig, for expressions and emotionsEar rig, for dynamic ear controlRigging isn't something I consider my strongest skill, but as a 3D generalist, I had to dive into many technical aspects of it. For the ears, I set up a relatively simple system with several bones connected using inverse kinematics. This gave me flexible and intuitive control during posing and allowed for the addition of dynamic movement in animation.For facial rigging, I used the FaceIt add-on, which generates a complete facial control system for mouth, eyes, and tongue. It sped up the process significantly and gave me more precision. For the body, I used the ActorCore Rig by NVIDIA, then converted it to Rigify, which gave me a familiar interface and flexible control over poses.Posing is one of my favorite stages, it's when the character really comes to life. As usual, it started with gathering references. Honestly, it was hard to pick the final poses, Stitch is so expressive and full of personality that I wanted to try hundreds of them. But I focused on those that best conveyed the spirit and mood of the character. Some poses I reworked to fit my style rather than copying directly. For example, in the pose where Stitch licks his nose, I added drool and a bit of "green slime" for comedic effect. To capture motion, I tilted his head back and made the ears fly upward, creating a vivid, emotional snapshot.Just like in sculpting or grooming, minor details make a big difference in posing. Examples include: a slight asymmetry in the facial expression, a raised corner of the mouth, one eye squinting a little more than the other, and ears set at slightly different angles.These are subtle things that might not be noticed immediately, but they’re the key to making the character feel alive and believable.For each pose, I created a separate scene and collection in Blender, including the character, specific lighting setup, and a simple background or environment. This made it easy to return to any scene later, to adjust lighting, reposition the character, or tweak the background.In one of the renders, which I used as the cover image, Stitch is holding a little frog.I want to clearly note that the 3D model of the frog is not mine, full credit goes to the original author of the asset.At first, I wanted to build a full environment around Stitch, to create a scene that would feel like a frame from a film. But after carefully evaluating my skills and priorities, I decided that a weak environment would only detract from the strength of the character. So I opted for a simple, neutral backdrop, designed to keep all the focus on Stitch himself.Rendering, Lighting & Post-ProcessingWhen the character is complete, posed expressively, and integrated into the scene, there's one final step: lighting. Lighting isn't just a technical element of the scene — it’s a full-fledged stage of the 3D pipeline. It doesn't just illuminate; it paints. Proper lighting can highlight the personality of the character, emphasize forms, and create atmosphere.For all my renders, I rely on the classic three-point lighting setup: Key Light, Fill Light, and Rim Light.While this setup is well-known, it remains highly effective. When done thoughtfully, with the right intensity, direction, and color temperature, it creates a strong light-shadow composition that brings the model to life. In addition to the three main lights, I also use an HDRI map, but with very low intensity, around 0.3, just enough to subtly enrich the ambient light without overpowering the scene.Once everything is set, it's time to hit Render and wait for the result. Due to hardware limitations, I wasn’t able to produce full animated shots with fur. Rendering a single 4K image with fur took over an hour, so I limited myself to a 360° turnaround and several static renders.I don't spend too much time on post-processing, just basic refinements in Photoshop. Slight enhancement of the composition, gentle shadow adjustments, color balance tweaks, and adding a logo. Everything is done subtly, nothing overprocessed. The goal is simply to support and enhance what’s already there.Final ThoughtsThis project has been an incredible experience. Although it was my second time creating Stitch, this time the process felt completely different at every stage. And honestly, it wasn't easy.But that was exactly the point: to challenge myself. To reimagine something familiar, to try things I'd never done before, and to walk the full journey from start to finish. The fur, the heart of this project, was especially meaningful to me. It’s what started it all. I poured a lot into this model: time, effort, emotion, and even doubts. But at the same time, I brought all my knowledge, skills, and experience into it.This work became a mirror of my progress from 2023 to 2025. I can clearly see how far I've come, and that gives me the motivation to keep going. Every hour of learning and practice paid off, the results speak for themselves. This model was created for my portfolio. I don't plan to use it commercially, unless, of course, a studio actually wants to license it for a new filmIt's been a long road: challenging, sometimes exhausting, but above all inspiring and exciting. I know there's still a lot to learn. Many things to study, improve, and polish to perfection. But I'm already on that path, and I'm not stopping.Oleh Yakushev, 3D Character ArtistInterview conducted by Gloria Levine
    #fur #grooming #techniques #realistic #stitch
    Fur Grooming Techniques For Realistic Stitch In Blender
    IntroductionHi everyone! My name is Oleh Yakushev, and I'm a 3D Artist from Ukraine. My journey into 3D began just three years ago, when I was working as a mobile phone salesperson at a shopping mall. In 2022, during one slow day at work, I noticed a colleague learning Python. We started talking about life goals. I told him I wanted to switch careers, to do something creative, but programming wasn't really my thing.He asked me a simple question: "Well, what do you actually enjoy doing?"I said, "Video games. I love video games. But I don't have time to learn how to make them, I've got a job, a family, and a kid."Then he hit me with something that really shifted my whole perspective."Oleh, do you play games on your PlayStation?"I said, "Of course."He replied, "Then why not take the time you spend playing and use it to learn how to make games?"That moment flipped a switch in my mind. I realized that I did have time, it was just a matter of how I used it. If I really wanted to learn, I could find a way. At the time, I didn't even own a computer. But where there's a will, there's a way: I borrowed my sister's laptop for a month and started following beginner 3D tutorials on YouTube. Every night after work, once my family went to sleep, I'd sit in the kitchen and study. I stayed up until 2 or 3 AM, learning Blender basics. Then I'd sleep for a few hours before waking up at 6 AM to go back to work. That's how I spent my first few months in 3D, studying every single night.3D completely took over my life. During lunch breaks, I watched 3D videos, on the bus, I scrolled through 3D TikToks, at home, I took 3D courses, and the word "3D" just became a constant in my vocabulary.After a few months of learning the basics, I started building my portfolio, which looks pretty funny to me now. But at the time, it was a real sign of how committed I was. Eventually, someone reached out to me through Behance, offering my first freelance opportunity. And thatэs how my journey began, from mall clerk to 3D artist. It's been a tough road, full of burnout, doubts, and late nights... but also full of curiosity, growth, and hope. And I wouldn't trade it for anything.The Stitch ProjectI've loved Stitch since I was a kid. I used to watch the cartoons, play the video games, and he always felt like such a warm, funny, chill, and at the same time, strong character. So once I reached a certain level in 3D, I decided to recreate Stitch.Back then, my skills only allowed me to make him in a stylized cartoonish style, no fur, no complex detailing, no advanced texturing, I just didn't have the experience. Surprisingly, the result turned out pretty decent. Even now, I sometimes get comments that my old Stitch still looks quite cute. Though honestly, I wouldn't say that myself anymore. Two years have passed since I made that first Stitch, it was back in 2023. And in 2025, I decided it was time to challenge myself.At that point, I had just completed an intense grooming course. Grooming always intimidated me, it felt really complex. I avoided it on commercial projects, made a few failed attempts for my portfolio, and overall tried to steer clear of any tasks where grooming was required. But eventually, I found the strength to face it.I pushed myself to learn how to make great fur, and I did. I finally understood how the grooming system works, grasped the logic, the tools, and the workflow. And after finishing the course, I wanted to lock in all that knowledge by creating a full personal project from scratch.So my goal was to make a character from the ground up, where the final stage would be grooming. And without thinking too long, I chose Stitch.First, because I truly love the character. Second, I wanted to clearly see my own progress over the past two years. Third, I needed to put my new skills to the test and find out whether my training had really paid off.ModelingI had a few ideas for how to approach the base mesh for this project. First, to model everything completely from scratch, starting with a sphere. Second, to reuse my old Stitch model and upgrade it.But then an idea struck me: why not test how well AI could handle a base mesh? I gathered some references and tried generating a base mesh using AI, uploading Stitch visuals as a guide. As you can see from the screenshot, the result was far from usable. So I basically ended up doing everything from scratch anyway.So, I went back to basics: digging through ArtStation and Pinterest, collecting references. Since over the last two years, I had not only learned grooming but also completely changed my overall approach to character creation, it was important for me to make a more detailed model, even if much of it would be hidden under fur.The first Stitch was sculpted in Blender, with all the limitations that come with sculpting in it. But since then, I've leveled up significantly and switched to more advanced tools. So this second version of Stitch was born in ZBrush. By the time I started working on this Stitch, ZBrush had already become my second main workspace. I've used it to deliver tons of commercial projects, I work in it almost daily, and most of my portfolio was created using this tool. I found some great reference images showing Stitch's body structure. Among them were official movie references and a stunning high-poly model created by Juan Hernández, a version of Stitch without fur. That model became my primary reference for sculpting.Truth is, Stitch's base form is quite simple, so blocking out the shape didn't take too long. When blocking, I use Blender in combination with ZBrush:I work with primary forms in ZBrushThen check proportions in BlenderFix mistakes, tweak volumes, and refine the silhouetteSince Stitch's shape isn't overly complex, I broke him down into three main sculpting parts:The body: arms, legs, head, and earsThe nose, eyes, and mouth cavityWhile planning the sculpt, I already knew I'd be rigging Stitch, both body and facial rig. So I started sculpting with his mouth open.While studying various references, I noticed something interesting. Stitch from promotional posters, Stitch from the movie, and Stitch as recreated by different artists on ArtStation all look very different from one another. What surprised me the most was how different the promo version of Stitch is compared to the one in the actual movie. They are essentially two separate models:Different proportionsDifferent shapesDifferent texturesEven different fur and overall designThis presented a creative challenge, I had to develop my own take on Stitch's design. Sometimes I liked the way the teeth were done in one version, in another, the eye placement, in another, the fur shape, or the claw design on hands and feet.At first, considering that Stitch is completely covered in fur from head to toe, sculpting his underlying anatomy seemed pointless. I kept asking myself: "Why sculpt muscles and skin detail if everything will be hidden under fur anyway?"But eventually, I found a few solid answers for myself. First, having a defined muscle structure actually makes the fur grooming process easier. That's because fur often follows the flow of muscle lines, so having those muscles helps guide fur direction more accurately across the character's body.Second, it's great anatomy practice, and practice is never a waste. So, I found a solid anatomical reference of Stitch with clearly visible muscle groups and tried to recreate that structure as closely as possible in my own sculpt.In the end, I had to develop a full visual concept by combining elements from multiple versions of Stitch. Through careful reference work and constantly switching between Blender and ZBrush, I gradually, but intentionally, built up the body and overall look of our favorite fluffy alien.Topology & UVsThroughout the sculpting process, I spent quite a bit of time thinking about topology. I was looking for the most balanced solution between quality and production time. Normally, I do manual retopology for my characters, but this time, I knew it would take too much time, and honestly, I didn't have that luxury.So I decided to generate the topology using ZBrush's tools. I split the model into separate parts using Polygroups, assigning individual groups for the ears, the head, the torso, the arms, the legs, and each of Stitch's fingers.With the Polygroups in place, I used ZRemesher with Keep Groups enabled and smoothing on group borders. This gave me a clean and optimized mesh that was perfect for UV unwrapping.Of course, this kind of auto-retopology isn't a full substitute for manual work, but it saved me a huge amount of time, and the quality was still high enough for what I needed. However, there was one tricky issue. Although Stitch looks symmetrical at first glance, his ears are actually asymmetrical. The right ear has a scar on the top, while the left has a scar on the bottomBecause of that, I couldn't just mirror one side in ZBrush without losing those unique features. Here's what I ended up doing: I created a symmetrical model with the right ear, then another symmetrical model with the left ear. I brought both into Blender, detached the left ear from one model, and attached it to the body of the other one. This way, I got a clean, symmetrical base mesh with asymmetrical ears, preserving both topology and detail. And thanks to the clean polygroup-based layout, I was able to unwrap the UVs with nice, even seams and clean islands.When it came to UV mapping, I divided Stitch into two UDIM tiles:The first UDIM includes the head with ears, torso, arms, and legs.The second UDIM contains all the additional parts: teeth, tongue, gums, claws, and noseSince the nose is one of the most important details, I allocated the largest space to it, which helped me to better capture its intricate details.As for the eyes, I used procedural eyes, so there was no need to assign UV space or create a separate UDIM for texturing them. To achieve this, I used the Tiny Eye add-on by tinynocky for Blender, which allows full control over procedural eyes and their parameters.This approach gave me high-quality eyes with customizable elements tailored exactly to my needs. As a result of all these steps, Stitch ended up with a symmetrical, optimized mesh, asymmetrical ears, and the body split across two UDIMs, one for the main body and one for the additional parts.TexturingWhen planning Stitch's texturing, I understood that the main body texture would be fairly simple, with much of the visual detail enhanced by the fur. However, there were some areas that required much more attention than the rest of the body. The textures for Stitch can be roughly divided into several main parts:The base body, which includes the primary color of his fur, along with additional shading like a lighter tone on the frontand a darker tone on the back and napeThe nose and ears, these zones, demanded separate focusAt the initial texturing/blocking stage, the ears looked too cartoony, which didn’t fit the style I wanted. So, I decided to push them towards a more realistic look. This involved removing bright colors, adding more variation in the roughness map, introducing variation in the base color, and making the ears visually more natural, layered, and textured on the surface. By combining smart materials and masks, I achieved the effect of "living" ears, slightly dirty and looking as natural as possible.The nose was a separate story. It occupies a significant part of the face and thus draws a lot of attention. While studying references, I noticed that the shape and texture of the nose vary a lot between different artists. Initially, I made it dog-like, with some wear and tear around the nostrils and base.For a long time, I thought this version was acceptable. But during test renders, I realized the nose needed improvement. So I reworked its texturing, aiming to make it more detailed. I divided the nose texture into four main layers:Base detail: Baked from the high-poly model. Over this, I applied a smart skin material that added characteristic bumps.Lighter layer: Applied via a mask using the AO channel. This darkened the crevices and brightened the bumps, creating a multi-layered effect.Organic detail: In animal references, I noticed slight redness in the nose area. I created another AO-masked layer with reddish capillaries visible through the bumps, adding depth and realism.Softness: To make the nose visually softer, like in references, I added a fill layer with only height enabled, used a paper texture as grayscale, and applied a blurred mask. This created subtle dents and wrinkles that softened the look.All textures were created in 4K resolution to achieve maximum detail. After finishing the main texturing stage, I add an Ambient Occlusion map on the final texture layer, activating only the Color channel, setting the blend mode to Multiply, and reducing opacity to about 35%. This adds volume and greatly improves the overall perception of the model.That covers the texturing of Stitch’s body. I also created a separate texture for the fur. This was simpler, I disabled unnecessary layers like ears and eyelids, and left only the base ones corresponding to the body’s color tones.During grooming, I also created textures for the fur's clamps and roughness. In Substance 3D Painter, I additionally painted masks for better fur detail.FurAnd finally, I moved on to the part that was most important to me, the very reason I started this project in the first place. Fur. This entire process was essentially a test of my fur grooming skills. After overcoming self-doubt, I trusted the process and relied on everything I had learned so far. Before diving into the grooming itself, I made sure to gather strong references. I searched for the highest quality and most inspiring examples I could find and analyzed them thoroughly. My goal was to clearly understand the direction of fur growth, its density and volume, the intensity of roughness, and the strength of clumping in different areas of Stitch's body.To create the fur, I used Blender and its Hair Particle System. The overall approach is similar to sculpting a high-detail model: work from broad strokes to finer details. So, the first step was blocking out the main flow and placement of the hair strands.At this point, I ran into a challenge: symmetry. Since the model was purposefully asymmetrical, the fur couldn't be mirrored cleanly. To solve this, I created a base fur blocking using Hair Guides with just two segments. After that, I split the fur into separate parts. I duplicated the main Particle System and created individual hair systems for each area where needed.In total, I broke Stitch's body into key sections: head, left ear, right ear, front torso, back torso, arms, hands, upper and lower legs, toes, and additional detailing layers. The final fur setup included 25 separate particle systems.To control fur growth, I used Weight Paint to fine-tune the influence on each body part individually. This separation gave me much more precision and allowed full control over every parameter of the fur on a per-section basis.The most challenging aspect of working with fur is staying patient and focused. Detail is absolutely critical because the overall picture is built entirely from tiny, subtle elements. Once the base layer was complete, I moved on to refining the fur based on my references.The most complex areas turned out to be the front of the torso and the face. When working on the torso, my goal was to create a smooth gradient, from thick, clumped fur on the chest to shorter, softer fur on the stomach.Step by step, I adjusted the transitions, directions, clumps, and volumes to achieve that look. Additionally, I used the fur itself to subtly enhance Stitch's silhouette, making his overall shape feel sharper, more expressive, and visually engaging.During fur development, I used texture maps to control the intensity of the Roughness and Clump parameters. This gave me a high degree of flexibility, textures drove these attributes across the entire model. In areas where stronger clumping or roughness was needed, I used brighter values; in zones requiring a softer look, darker values. This approach allowed for fine-tuned micro-level control of the fur shader and helped achieve a highly realistic appearance in renders.The face required special attention: the fur had to be neat, evenly distributed, and still visually appealing. The biggest challenge here was working around the eye area. Even with properly adjusted Weight Paint, interpolation sometimes caused strands to creep into the eyes.I spent a lot of time cleaning up this region to get an optimal result. I also had to revisit certain patches that looked bald, even though interpolation and weight painting were set correctly, because the fur didn't render properly there. These areas needed manual fixing.As part of the detailing stage, I also increased the number of segments in the Hair Guides.While the blocking phase only used two segments, I went up to three, and in some cases even five, for more complex regions. This gave me much more control over fur shape and flow.The tiniest details really matter, so I added extra fur layers with thinner, more chaotic strands extending slightly beyond the main silhouette. These micro-layers significantly improved the texture depth and boosted the overall realism.Aside from the grooming itself, I paid special attention to the fur material setup, as the shader plays a critical role in the final visual quality of the render. It's not enough to simply plug a color texture into a Principled BSDF node and call it done.I built a more complex shader, giving me precise control over various attributes. For example, I implemented subtle color variation across individual strands, along with darkening near the roots and a gradual brightening toward the tips. This helped add visual depth and made the fur look significantly more natural and lifelike.Working on the fur took up nearly half of the total time I spent on the entire model. And I'm genuinely happy with the result, this stage confirmed that the training I've gone through was solid and that I’m heading in the right direction with my artistic development.Rigging, Posing & SceneOnce I finished working on the fur, I rendered several 4K test shots from different angles to make sure every detail looked the way I intended. When I was fully satisfied with the results, it was time to move on to rigging.I divided the rigging process into three main parts:Body rig, for posing and positioning the characterFacial rig, for expressions and emotionsEar rig, for dynamic ear controlRigging isn't something I consider my strongest skill, but as a 3D generalist, I had to dive into many technical aspects of it. For the ears, I set up a relatively simple system with several bones connected using inverse kinematics. This gave me flexible and intuitive control during posing and allowed for the addition of dynamic movement in animation.For facial rigging, I used the FaceIt add-on, which generates a complete facial control system for mouth, eyes, and tongue. It sped up the process significantly and gave me more precision. For the body, I used the ActorCore Rig by NVIDIA, then converted it to Rigify, which gave me a familiar interface and flexible control over poses.Posing is one of my favorite stages, it's when the character really comes to life. As usual, it started with gathering references. Honestly, it was hard to pick the final poses, Stitch is so expressive and full of personality that I wanted to try hundreds of them. But I focused on those that best conveyed the spirit and mood of the character. Some poses I reworked to fit my style rather than copying directly. For example, in the pose where Stitch licks his nose, I added drool and a bit of "green slime" for comedic effect. To capture motion, I tilted his head back and made the ears fly upward, creating a vivid, emotional snapshot.Just like in sculpting or grooming, minor details make a big difference in posing. Examples include: a slight asymmetry in the facial expression, a raised corner of the mouth, one eye squinting a little more than the other, and ears set at slightly different angles.These are subtle things that might not be noticed immediately, but they’re the key to making the character feel alive and believable.For each pose, I created a separate scene and collection in Blender, including the character, specific lighting setup, and a simple background or environment. This made it easy to return to any scene later, to adjust lighting, reposition the character, or tweak the background.In one of the renders, which I used as the cover image, Stitch is holding a little frog.I want to clearly note that the 3D model of the frog is not mine, full credit goes to the original author of the asset.At first, I wanted to build a full environment around Stitch, to create a scene that would feel like a frame from a film. But after carefully evaluating my skills and priorities, I decided that a weak environment would only detract from the strength of the character. So I opted for a simple, neutral backdrop, designed to keep all the focus on Stitch himself.Rendering, Lighting & Post-ProcessingWhen the character is complete, posed expressively, and integrated into the scene, there's one final step: lighting. Lighting isn't just a technical element of the scene — it’s a full-fledged stage of the 3D pipeline. It doesn't just illuminate; it paints. Proper lighting can highlight the personality of the character, emphasize forms, and create atmosphere.For all my renders, I rely on the classic three-point lighting setup: Key Light, Fill Light, and Rim Light.While this setup is well-known, it remains highly effective. When done thoughtfully, with the right intensity, direction, and color temperature, it creates a strong light-shadow composition that brings the model to life. In addition to the three main lights, I also use an HDRI map, but with very low intensity, around 0.3, just enough to subtly enrich the ambient light without overpowering the scene.Once everything is set, it's time to hit Render and wait for the result. Due to hardware limitations, I wasn’t able to produce full animated shots with fur. Rendering a single 4K image with fur took over an hour, so I limited myself to a 360° turnaround and several static renders.I don't spend too much time on post-processing, just basic refinements in Photoshop. Slight enhancement of the composition, gentle shadow adjustments, color balance tweaks, and adding a logo. Everything is done subtly, nothing overprocessed. The goal is simply to support and enhance what’s already there.Final ThoughtsThis project has been an incredible experience. Although it was my second time creating Stitch, this time the process felt completely different at every stage. And honestly, it wasn't easy.But that was exactly the point: to challenge myself. To reimagine something familiar, to try things I'd never done before, and to walk the full journey from start to finish. The fur, the heart of this project, was especially meaningful to me. It’s what started it all. I poured a lot into this model: time, effort, emotion, and even doubts. But at the same time, I brought all my knowledge, skills, and experience into it.This work became a mirror of my progress from 2023 to 2025. I can clearly see how far I've come, and that gives me the motivation to keep going. Every hour of learning and practice paid off, the results speak for themselves. This model was created for my portfolio. I don't plan to use it commercially, unless, of course, a studio actually wants to license it for a new filmIt's been a long road: challenging, sometimes exhausting, but above all inspiring and exciting. I know there's still a lot to learn. Many things to study, improve, and polish to perfection. But I'm already on that path, and I'm not stopping.Oleh Yakushev, 3D Character ArtistInterview conducted by Gloria Levine #fur #grooming #techniques #realistic #stitch
    Fur Grooming Techniques For Realistic Stitch In Blender
    80.lv
    IntroductionHi everyone! My name is Oleh Yakushev, and I'm a 3D Artist from Ukraine. My journey into 3D began just three years ago, when I was working as a mobile phone salesperson at a shopping mall. In 2022, during one slow day at work, I noticed a colleague learning Python. We started talking about life goals. I told him I wanted to switch careers, to do something creative, but programming wasn't really my thing.He asked me a simple question: "Well, what do you actually enjoy doing?"I said, "Video games. I love video games. But I don't have time to learn how to make them, I've got a job, a family, and a kid."Then he hit me with something that really shifted my whole perspective."Oleh, do you play games on your PlayStation?"I said, "Of course."He replied, "Then why not take the time you spend playing and use it to learn how to make games?"That moment flipped a switch in my mind. I realized that I did have time, it was just a matter of how I used it. If I really wanted to learn, I could find a way. At the time, I didn't even own a computer. But where there's a will, there's a way: I borrowed my sister's laptop for a month and started following beginner 3D tutorials on YouTube. Every night after work, once my family went to sleep, I'd sit in the kitchen and study. I stayed up until 2 or 3 AM, learning Blender basics. Then I'd sleep for a few hours before waking up at 6 AM to go back to work. That's how I spent my first few months in 3D, studying every single night.3D completely took over my life. During lunch breaks, I watched 3D videos, on the bus, I scrolled through 3D TikToks, at home, I took 3D courses, and the word "3D" just became a constant in my vocabulary.After a few months of learning the basics, I started building my portfolio, which looks pretty funny to me now. But at the time, it was a real sign of how committed I was. Eventually, someone reached out to me through Behance, offering my first freelance opportunity. And thatэs how my journey began, from mall clerk to 3D artist. It's been a tough road, full of burnout, doubts, and late nights... but also full of curiosity, growth, and hope. And I wouldn't trade it for anything.The Stitch ProjectI've loved Stitch since I was a kid. I used to watch the cartoons, play the video games, and he always felt like such a warm, funny, chill, and at the same time, strong character. So once I reached a certain level in 3D, I decided to recreate Stitch.Back then, my skills only allowed me to make him in a stylized cartoonish style, no fur, no complex detailing, no advanced texturing, I just didn't have the experience. Surprisingly, the result turned out pretty decent. Even now, I sometimes get comments that my old Stitch still looks quite cute. Though honestly, I wouldn't say that myself anymore. Two years have passed since I made that first Stitch, it was back in 2023. And in 2025, I decided it was time to challenge myself.At that point, I had just completed an intense grooming course. Grooming always intimidated me, it felt really complex. I avoided it on commercial projects, made a few failed attempts for my portfolio, and overall tried to steer clear of any tasks where grooming was required. But eventually, I found the strength to face it.I pushed myself to learn how to make great fur, and I did. I finally understood how the grooming system works, grasped the logic, the tools, and the workflow. And after finishing the course, I wanted to lock in all that knowledge by creating a full personal project from scratch.So my goal was to make a character from the ground up, where the final stage would be grooming. And without thinking too long, I chose Stitch.First, because I truly love the character. Second, I wanted to clearly see my own progress over the past two years. Third, I needed to put my new skills to the test and find out whether my training had really paid off.ModelingI had a few ideas for how to approach the base mesh for this project. First, to model everything completely from scratch, starting with a sphere. Second, to reuse my old Stitch model and upgrade it.But then an idea struck me: why not test how well AI could handle a base mesh? I gathered some references and tried generating a base mesh using AI, uploading Stitch visuals as a guide. As you can see from the screenshot, the result was far from usable. So I basically ended up doing everything from scratch anyway.So, I went back to basics: digging through ArtStation and Pinterest, collecting references. Since over the last two years, I had not only learned grooming but also completely changed my overall approach to character creation, it was important for me to make a more detailed model, even if much of it would be hidden under fur.The first Stitch was sculpted in Blender, with all the limitations that come with sculpting in it. But since then, I've leveled up significantly and switched to more advanced tools. So this second version of Stitch was born in ZBrush. By the time I started working on this Stitch, ZBrush had already become my second main workspace. I've used it to deliver tons of commercial projects, I work in it almost daily, and most of my portfolio was created using this tool. I found some great reference images showing Stitch's body structure. Among them were official movie references and a stunning high-poly model created by Juan Hernández, a version of Stitch without fur. That model became my primary reference for sculpting.Truth is, Stitch's base form is quite simple, so blocking out the shape didn't take too long. When blocking, I use Blender in combination with ZBrush:I work with primary forms in ZBrushThen check proportions in BlenderFix mistakes, tweak volumes, and refine the silhouetteSince Stitch's shape isn't overly complex, I broke him down into three main sculpting parts:The body: arms, legs, head, and earsThe nose, eyes, and mouth cavityWhile planning the sculpt, I already knew I'd be rigging Stitch, both body and facial rig. So I started sculpting with his mouth open (to later close it and have more flexibility when it comes to rigging and deformation).While studying various references, I noticed something interesting. Stitch from promotional posters, Stitch from the movie, and Stitch as recreated by different artists on ArtStation all look very different from one another. What surprised me the most was how different the promo version of Stitch is compared to the one in the actual movie. They are essentially two separate models:Different proportionsDifferent shapesDifferent texturesEven different fur and overall designThis presented a creative challenge, I had to develop my own take on Stitch's design. Sometimes I liked the way the teeth were done in one version, in another, the eye placement, in another, the fur shape, or the claw design on hands and feet.At first, considering that Stitch is completely covered in fur from head to toe, sculpting his underlying anatomy seemed pointless. I kept asking myself: "Why sculpt muscles and skin detail if everything will be hidden under fur anyway?"But eventually, I found a few solid answers for myself. First, having a defined muscle structure actually makes the fur grooming process easier. That's because fur often follows the flow of muscle lines, so having those muscles helps guide fur direction more accurately across the character's body.Second, it's great anatomy practice, and practice is never a waste. So, I found a solid anatomical reference of Stitch with clearly visible muscle groups and tried to recreate that structure as closely as possible in my own sculpt.In the end, I had to develop a full visual concept by combining elements from multiple versions of Stitch. Through careful reference work and constantly switching between Blender and ZBrush, I gradually, but intentionally, built up the body and overall look of our favorite fluffy alien.Topology & UVsThroughout the sculpting process, I spent quite a bit of time thinking about topology. I was looking for the most balanced solution between quality and production time. Normally, I do manual retopology for my characters, but this time, I knew it would take too much time, and honestly, I didn't have that luxury.So I decided to generate the topology using ZBrush's tools. I split the model into separate parts using Polygroups, assigning individual groups for the ears, the head, the torso, the arms, the legs, and each of Stitch's fingers.With the Polygroups in place, I used ZRemesher with Keep Groups enabled and smoothing on group borders. This gave me a clean and optimized mesh that was perfect for UV unwrapping.Of course, this kind of auto-retopology isn't a full substitute for manual work, but it saved me a huge amount of time, and the quality was still high enough for what I needed. However, there was one tricky issue. Although Stitch looks symmetrical at first glance, his ears are actually asymmetrical. The right ear has a scar on the top, while the left has a scar on the bottomBecause of that, I couldn't just mirror one side in ZBrush without losing those unique features. Here's what I ended up doing: I created a symmetrical model with the right ear, then another symmetrical model with the left ear. I brought both into Blender, detached the left ear from one model, and attached it to the body of the other one. This way, I got a clean, symmetrical base mesh with asymmetrical ears, preserving both topology and detail. And thanks to the clean polygroup-based layout, I was able to unwrap the UVs with nice, even seams and clean islands.When it came to UV mapping, I divided Stitch into two UDIM tiles:The first UDIM includes the head with ears, torso, arms, and legs.The second UDIM contains all the additional parts: teeth, tongue, gums, claws, and nose (For the claws, I used overlapping UVs to preserve texel density for the other parts)Since the nose is one of the most important details, I allocated the largest space to it, which helped me to better capture its intricate details.As for the eyes, I used procedural eyes, so there was no need to assign UV space or create a separate UDIM for texturing them. To achieve this, I used the Tiny Eye add-on by tinynocky for Blender, which allows full control over procedural eyes and their parameters.This approach gave me high-quality eyes with customizable elements tailored exactly to my needs. As a result of all these steps, Stitch ended up with a symmetrical, optimized mesh, asymmetrical ears, and the body split across two UDIMs, one for the main body and one for the additional parts.TexturingWhen planning Stitch's texturing, I understood that the main body texture would be fairly simple, with much of the visual detail enhanced by the fur. However, there were some areas that required much more attention than the rest of the body. The textures for Stitch can be roughly divided into several main parts:The base body, which includes the primary color of his fur, along with additional shading like a lighter tone on the front (belly) and a darker tone on the back and napeThe nose and ears, these zones, demanded separate focusAt the initial texturing/blocking stage, the ears looked too cartoony, which didn’t fit the style I wanted. So, I decided to push them towards a more realistic look. This involved removing bright colors, adding more variation in the roughness map, introducing variation in the base color, and making the ears visually more natural, layered, and textured on the surface. By combining smart materials and masks, I achieved the effect of "living" ears, slightly dirty and looking as natural as possible.The nose was a separate story. It occupies a significant part of the face and thus draws a lot of attention. While studying references, I noticed that the shape and texture of the nose vary a lot between different artists. Initially, I made it dog-like, with some wear and tear around the nostrils and base.For a long time, I thought this version was acceptable. But during test renders, I realized the nose needed improvement. So I reworked its texturing, aiming to make it more detailed. I divided the nose texture into four main layers:Base detail: Baked from the high-poly model. Over this, I applied a smart skin material that added characteristic bumps.Lighter layer: Applied via a mask using the AO channel. This darkened the crevices and brightened the bumps, creating a multi-layered effect.Organic detail (capillaries): In animal references, I noticed slight redness in the nose area. I created another AO-masked layer with reddish capillaries visible through the bumps, adding depth and realism.Softness: To make the nose visually softer, like in references, I added a fill layer with only height enabled, used a paper texture as grayscale, and applied a blurred mask. This created subtle dents and wrinkles that softened the look.All textures were created in 4K resolution to achieve maximum detail. After finishing the main texturing stage, I add an Ambient Occlusion map on the final texture layer, activating only the Color channel, setting the blend mode to Multiply, and reducing opacity to about 35%. This adds volume and greatly improves the overall perception of the model.That covers the texturing of Stitch’s body. I also created a separate texture for the fur. This was simpler, I disabled unnecessary layers like ears and eyelids, and left only the base ones corresponding to the body’s color tones.During grooming (which I'll cover in detail later), I also created textures for the fur's clamps and roughness. In Substance 3D Painter, I additionally painted masks for better fur detail.FurAnd finally, I moved on to the part that was most important to me, the very reason I started this project in the first place. Fur. This entire process was essentially a test of my fur grooming skills. After overcoming self-doubt, I trusted the process and relied on everything I had learned so far. Before diving into the grooming itself, I made sure to gather strong references. I searched for the highest quality and most inspiring examples I could find and analyzed them thoroughly. My goal was to clearly understand the direction of fur growth, its density and volume, the intensity of roughness, and the strength of clumping in different areas of Stitch's body.To create the fur, I used Blender and its Hair Particle System. The overall approach is similar to sculpting a high-detail model: work from broad strokes to finer details. So, the first step was blocking out the main flow and placement of the hair strands.At this point, I ran into a challenge: symmetry. Since the model was purposefully asymmetrical (because of the ears and skin folds), the fur couldn't be mirrored cleanly. To solve this, I created a base fur blocking using Hair Guides with just two segments. After that, I split the fur into separate parts. I duplicated the main Particle System and created individual hair systems for each area where needed.In total, I broke Stitch's body into key sections: head, left ear, right ear, front torso, back torso, arms, hands, upper and lower legs, toes, and additional detailing layers. The final fur setup included 25 separate particle systems.To control fur growth, I used Weight Paint to fine-tune the influence on each body part individually. This separation gave me much more precision and allowed full control over every parameter of the fur on a per-section basis.The most challenging aspect of working with fur is staying patient and focused. Detail is absolutely critical because the overall picture is built entirely from tiny, subtle elements. Once the base layer was complete, I moved on to refining the fur based on my references.The most complex areas turned out to be the front of the torso and the face. When working on the torso, my goal was to create a smooth gradient, from thick, clumped fur on the chest to shorter, softer fur on the stomach.Step by step, I adjusted the transitions, directions, clumps, and volumes to achieve that look. Additionally, I used the fur itself to subtly enhance Stitch's silhouette, making his overall shape feel sharper, more expressive, and visually engaging.During fur development, I used texture maps to control the intensity of the Roughness and Clump parameters. This gave me a high degree of flexibility, textures drove these attributes across the entire model. In areas where stronger clumping or roughness was needed, I used brighter values; in zones requiring a softer look, darker values. This approach allowed for fine-tuned micro-level control of the fur shader and helped achieve a highly realistic appearance in renders.The face required special attention: the fur had to be neat, evenly distributed, and still visually appealing. The biggest challenge here was working around the eye area. Even with properly adjusted Weight Paint, interpolation sometimes caused strands to creep into the eyes.I spent a lot of time cleaning up this region to get an optimal result. I also had to revisit certain patches that looked bald, even though interpolation and weight painting were set correctly, because the fur didn't render properly there. These areas needed manual fixing.As part of the detailing stage, I also increased the number of segments in the Hair Guides.While the blocking phase only used two segments, I went up to three, and in some cases even five, for more complex regions. This gave me much more control over fur shape and flow.The tiniest details really matter, so I added extra fur layers with thinner, more chaotic strands extending slightly beyond the main silhouette. These micro-layers significantly improved the texture depth and boosted the overall realism.Aside from the grooming itself, I paid special attention to the fur material setup, as the shader plays a critical role in the final visual quality of the render. It's not enough to simply plug a color texture into a Principled BSDF node and call it done.I built a more complex shader, giving me precise control over various attributes. For example, I implemented subtle color variation across individual strands, along with darkening near the roots and a gradual brightening toward the tips. This helped add visual depth and made the fur look significantly more natural and lifelike.Working on the fur took up nearly half of the total time I spent on the entire model. And I'm genuinely happy with the result, this stage confirmed that the training I've gone through was solid and that I’m heading in the right direction with my artistic development.Rigging, Posing & SceneOnce I finished working on the fur, I rendered several 4K test shots from different angles to make sure every detail looked the way I intended. When I was fully satisfied with the results, it was time to move on to rigging.I divided the rigging process into three main parts:Body rig, for posing and positioning the characterFacial rig, for expressions and emotionsEar rig, for dynamic ear controlRigging isn't something I consider my strongest skill, but as a 3D generalist, I had to dive into many technical aspects of it. For the ears, I set up a relatively simple system with several bones connected using inverse kinematics (IK). This gave me flexible and intuitive control during posing and allowed for the addition of dynamic movement in animation.For facial rigging, I used the FaceIt add-on, which generates a complete facial control system for mouth, eyes, and tongue. It sped up the process significantly and gave me more precision. For the body, I used the ActorCore Rig by NVIDIA, then converted it to Rigify, which gave me a familiar interface and flexible control over poses.Posing is one of my favorite stages, it's when the character really comes to life. As usual, it started with gathering references. Honestly, it was hard to pick the final poses, Stitch is so expressive and full of personality that I wanted to try hundreds of them. But I focused on those that best conveyed the spirit and mood of the character. Some poses I reworked to fit my style rather than copying directly. For example, in the pose where Stitch licks his nose, I added drool and a bit of "green slime" for comedic effect. To capture motion, I tilted his head back and made the ears fly upward, creating a vivid, emotional snapshot.Just like in sculpting or grooming, minor details make a big difference in posing. Examples include: a slight asymmetry in the facial expression, a raised corner of the mouth, one eye squinting a little more than the other, and ears set at slightly different angles.These are subtle things that might not be noticed immediately, but they’re the key to making the character feel alive and believable.For each pose, I created a separate scene and collection in Blender, including the character, specific lighting setup, and a simple background or environment. This made it easy to return to any scene later, to adjust lighting, reposition the character, or tweak the background.In one of the renders, which I used as the cover image, Stitch is holding a little frog.I want to clearly note that the 3D model of the frog is not mine, full credit goes to the original author of the asset.At first, I wanted to build a full environment around Stitch, to create a scene that would feel like a frame from a film. But after carefully evaluating my skills and priorities, I decided that a weak environment would only detract from the strength of the character. So I opted for a simple, neutral backdrop, designed to keep all the focus on Stitch himself.Rendering, Lighting & Post-ProcessingWhen the character is complete, posed expressively, and integrated into the scene, there's one final step: lighting. Lighting isn't just a technical element of the scene — it’s a full-fledged stage of the 3D pipeline. It doesn't just illuminate; it paints. Proper lighting can highlight the personality of the character, emphasize forms, and create atmosphere.For all my renders, I rely on the classic three-point lighting setup: Key Light, Fill Light, and Rim Light.While this setup is well-known, it remains highly effective. When done thoughtfully, with the right intensity, direction, and color temperature, it creates a strong light-shadow composition that brings the model to life. In addition to the three main lights, I also use an HDRI map, but with very low intensity, around 0.3, just enough to subtly enrich the ambient light without overpowering the scene.Once everything is set, it's time to hit Render and wait for the result. Due to hardware limitations, I wasn’t able to produce full animated shots with fur. Rendering a single 4K image with fur took over an hour, so I limited myself to a 360° turnaround and several static renders.I don't spend too much time on post-processing, just basic refinements in Photoshop. Slight enhancement of the composition, gentle shadow adjustments, color balance tweaks, and adding a logo. Everything is done subtly, nothing overprocessed. The goal is simply to support and enhance what’s already there.Final ThoughtsThis project has been an incredible experience. Although it was my second time creating Stitch (the first was back in 2023), this time the process felt completely different at every stage. And honestly, it wasn't easy.But that was exactly the point: to challenge myself. To reimagine something familiar, to try things I'd never done before, and to walk the full journey from start to finish. The fur, the heart of this project, was especially meaningful to me. It’s what started it all. I poured a lot into this model: time, effort, emotion, and even doubts. But at the same time, I brought all my knowledge, skills, and experience into it.This work became a mirror of my progress from 2023 to 2025. I can clearly see how far I've come, and that gives me the motivation to keep going. Every hour of learning and practice paid off, the results speak for themselves. This model was created for my portfolio. I don't plan to use it commercially, unless, of course, a studio actually wants to license it for a new film (in that case, I'd be more than happy!)It's been a long road: challenging, sometimes exhausting, but above all inspiring and exciting. I know there's still a lot to learn. Many things to study, improve, and polish to perfection. But I'm already on that path, and I'm not stopping.Oleh Yakushev, 3D Character ArtistInterview conducted by Gloria Levine
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  • Evil Empire tells devs to avoid early access unless their project is 90 percent complete

    Chris Kerr, Senior Editor, News, GameDeveloper.comAugust 22, 20254 Min ReadVia Evil Empire/UbisoftThe Rogue Prince of Persia developer Evil Empire doesn't believe it's worth entering early access in the current climate unless your project is at least 90 percent complete. Speaking to Game Developer at Gamescom 2025, studio marketing manager Matthew Houghton and art director Dylan Eurlings shared their thoughts on the state of contemporary early access campaigns and suggested the system is becoming increasingly risky. You might recognize Evil Empire as the studio that has spent years helping Dead Cells developer Motion Twin expand the franchise with DLC and free updates. Since May 2024, however, the studio has also been shepherding The Rogue Prince of Persia through an Steam Early Access campaign that culminated in an official launch on August 20.Yet, due to a variety of factors including shifting player expectations, the team had to tweak their pre-release strategy in a bid to lure in players. As a result, the studio has become more wary of early access in general. "To be honest, the way I see it now is that unless you're coming into early access with a 90 percent complete game, don't do it. Because players, they don't see it as early access, they see it a game to play," says Houghton. He adds that players are entitled to express their views because they're often paying money to play early access titles, but he feels that sifting viewpoint means consumers are less willing to follow games on an early access journey that will often result in significant changes. Related:Eurlings echoes that point and suggests that a perceived lack of polish and content can now be a "huge issue" during early access campaigns. He explains that Evil Empire was even forced to rethink their original roadmap after the earliest versions of Rogue Prince of Persia failed to meet internal expectations."Initially we wanted to do quick updates. Very fast. In the end, we took a bit more time to ensure that each update would be a bit more chunky," he adds, noting that pivot resulted in a steady cadence of monthly updates that each packed a fair bit of clout. That shift came after the team conceded that early access numbers "weren't great." Houghton explains the project initially attracted just under 1,000 peak concurrent users. After they flipped the script, the title started to pull in around 4,000 CCU. "That's why we wanted to prioritize chunky content—there would be an impact every time," says Houghton, before acknowledging the title still hadn't quite met the team's CCU expectations even after that switch-up. Related:"Of course you listen to the feedback and take the ideas, but you have to feed them through a filter."It underlines the risks that come with early access, and Houghton specifically wonders whether some developers who can't hit that 90 percent completion benchmark before launching into early access might instead be better off conducting beta tests through Steam instead. If you're curious as to where Rogue Prince of Persia was when it entered Early Access, Houghton suggests the project was roughly 60 percent complete. Eurlings, was slightly more conservative, and claimed it was more like 50 percent. We suggested they meet in the middle. "Steam has evolved now. You can do beta tests and playtests through Steam. I think that's become more like Early Access. People aren't paying for it and your project might be a bit jankybut that's okay because they're still going to give feedback and it's not going to be a disaster if it's not great yet," continues Houghton. When asked whether Evil Empire would consider revisiting Early Access in the future, Houghton isn't so certain."I don't know. I'm going to be honest. I've been put off by it, because especially now people are so used to games coming out and then doing live ops for three, four, and five years—so why go with early access and have to deal with the stigma that's around it? I think I would do playtests and then just release," he explains. Related:Houghton adds that teams who are still convinced early access is right for them must have complete conviction in their creative vision—otherwise they might risk being derailed. "Of course you listen to the feedback and take the ideas, but you have to feed them through a filter, otherwise you'll have too many cooks.You'll have people who are super enthusiastic who think you can't do anything wrong, and then you get the people who are just super negative and people who are just throwing ideas at you that you know won't work in the game." It's a situation that can feel overwhelming, with Houghton explaining that Rogue Prince of Persia's game director found the onslaught "too much" at times. "You have to stick to your vision," says Houghton. "Listen, but just cherry pickcarefully."Game Developer attended Gamescom 2025 via the Gamescom Media Ambassador Program, which covered flights and accommodation. about:GamescomTop StoriesInterviewsAbout the AuthorChris KerrSenior Editor, News, GameDeveloper.comGame Developer news editor Chris Kerr is an award-winning journalist and reporter with over a decade of experience in the game industry. His byline has appeared in notable print and digital publications including Edge, Stuff, Wireframe, International Business Times, and PocketGamer.biz. Throughout his career, Chris has covered major industry events including GDC, PAX Australia, Gamescom, Paris Games Week, and Develop Brighton. He has featured on the judging panel at The Develop Star Awards on multiple occasions and appeared on BBC Radio 5 Live to discuss breaking news.See more from Chris KerrDaily news, dev blogs, and stories from Game Developer straight to your inboxStay UpdatedYou May Also Like
    #evil #empire #tells #devs #avoid
    Evil Empire tells devs to avoid early access unless their project is 90 percent complete
    Chris Kerr, Senior Editor, News, GameDeveloper.comAugust 22, 20254 Min ReadVia Evil Empire/UbisoftThe Rogue Prince of Persia developer Evil Empire doesn't believe it's worth entering early access in the current climate unless your project is at least 90 percent complete. Speaking to Game Developer at Gamescom 2025, studio marketing manager Matthew Houghton and art director Dylan Eurlings shared their thoughts on the state of contemporary early access campaigns and suggested the system is becoming increasingly risky. You might recognize Evil Empire as the studio that has spent years helping Dead Cells developer Motion Twin expand the franchise with DLC and free updates. Since May 2024, however, the studio has also been shepherding The Rogue Prince of Persia through an Steam Early Access campaign that culminated in an official launch on August 20.Yet, due to a variety of factors including shifting player expectations, the team had to tweak their pre-release strategy in a bid to lure in players. As a result, the studio has become more wary of early access in general. "To be honest, the way I see it now is that unless you're coming into early access with a 90 percent complete game, don't do it. Because players, they don't see it as early access, they see it a game to play," says Houghton. He adds that players are entitled to express their views because they're often paying money to play early access titles, but he feels that sifting viewpoint means consumers are less willing to follow games on an early access journey that will often result in significant changes. Related:Eurlings echoes that point and suggests that a perceived lack of polish and content can now be a "huge issue" during early access campaigns. He explains that Evil Empire was even forced to rethink their original roadmap after the earliest versions of Rogue Prince of Persia failed to meet internal expectations."Initially we wanted to do quick updates. Very fast. In the end, we took a bit more time to ensure that each update would be a bit more chunky," he adds, noting that pivot resulted in a steady cadence of monthly updates that each packed a fair bit of clout. That shift came after the team conceded that early access numbers "weren't great." Houghton explains the project initially attracted just under 1,000 peak concurrent users. After they flipped the script, the title started to pull in around 4,000 CCU. "That's why we wanted to prioritize chunky content—there would be an impact every time," says Houghton, before acknowledging the title still hadn't quite met the team's CCU expectations even after that switch-up. Related:"Of course you listen to the feedback and take the ideas, but you have to feed them through a filter."It underlines the risks that come with early access, and Houghton specifically wonders whether some developers who can't hit that 90 percent completion benchmark before launching into early access might instead be better off conducting beta tests through Steam instead. If you're curious as to where Rogue Prince of Persia was when it entered Early Access, Houghton suggests the project was roughly 60 percent complete. Eurlings, was slightly more conservative, and claimed it was more like 50 percent. We suggested they meet in the middle. "Steam has evolved now. You can do beta tests and playtests through Steam. I think that's become more like Early Access. People aren't paying for it and your project might be a bit jankybut that's okay because they're still going to give feedback and it's not going to be a disaster if it's not great yet," continues Houghton. When asked whether Evil Empire would consider revisiting Early Access in the future, Houghton isn't so certain."I don't know. I'm going to be honest. I've been put off by it, because especially now people are so used to games coming out and then doing live ops for three, four, and five years—so why go with early access and have to deal with the stigma that's around it? I think I would do playtests and then just release," he explains. Related:Houghton adds that teams who are still convinced early access is right for them must have complete conviction in their creative vision—otherwise they might risk being derailed. "Of course you listen to the feedback and take the ideas, but you have to feed them through a filter, otherwise you'll have too many cooks.You'll have people who are super enthusiastic who think you can't do anything wrong, and then you get the people who are just super negative and people who are just throwing ideas at you that you know won't work in the game." It's a situation that can feel overwhelming, with Houghton explaining that Rogue Prince of Persia's game director found the onslaught "too much" at times. "You have to stick to your vision," says Houghton. "Listen, but just cherry pickcarefully."Game Developer attended Gamescom 2025 via the Gamescom Media Ambassador Program, which covered flights and accommodation. about:GamescomTop StoriesInterviewsAbout the AuthorChris KerrSenior Editor, News, GameDeveloper.comGame Developer news editor Chris Kerr is an award-winning journalist and reporter with over a decade of experience in the game industry. His byline has appeared in notable print and digital publications including Edge, Stuff, Wireframe, International Business Times, and PocketGamer.biz. Throughout his career, Chris has covered major industry events including GDC, PAX Australia, Gamescom, Paris Games Week, and Develop Brighton. He has featured on the judging panel at The Develop Star Awards on multiple occasions and appeared on BBC Radio 5 Live to discuss breaking news.See more from Chris KerrDaily news, dev blogs, and stories from Game Developer straight to your inboxStay UpdatedYou May Also Like #evil #empire #tells #devs #avoid
    Evil Empire tells devs to avoid early access unless their project is 90 percent complete
    www.gamedeveloper.com
    Chris Kerr, Senior Editor, News, GameDeveloper.comAugust 22, 20254 Min ReadVia Evil Empire/UbisoftThe Rogue Prince of Persia developer Evil Empire doesn't believe it's worth entering early access in the current climate unless your project is at least 90 percent complete. Speaking to Game Developer at Gamescom 2025, studio marketing manager Matthew Houghton and art director Dylan Eurlings shared their thoughts on the state of contemporary early access campaigns and suggested the system is becoming increasingly risky. You might recognize Evil Empire as the studio that has spent years helping Dead Cells developer Motion Twin expand the franchise with DLC and free updates. Since May 2024, however, the studio has also been shepherding The Rogue Prince of Persia through an Steam Early Access campaign that culminated in an official launch on August 20.Yet, due to a variety of factors including shifting player expectations, the team had to tweak their pre-release strategy in a bid to lure in players. As a result, the studio has become more wary of early access in general. "To be honest, the way I see it now is that unless you're coming into early access with a 90 percent complete game, don't do it. Because players, they don't see it as early access, they see it a game to play," says Houghton. He adds that players are entitled to express their views because they're often paying money to play early access titles, but he feels that sifting viewpoint means consumers are less willing to follow games on an early access journey that will often result in significant changes. Related:Eurlings echoes that point and suggests that a perceived lack of polish and content can now be a "huge issue" during early access campaigns. He explains that Evil Empire was even forced to rethink their original roadmap after the earliest versions of Rogue Prince of Persia failed to meet internal expectations."Initially we wanted to do quick updates. Very fast. In the end, we took a bit more time to ensure that each update would be a bit more chunky," he adds, noting that pivot resulted in a steady cadence of monthly updates that each packed a fair bit of clout. That shift came after the team conceded that early access numbers "weren't great." Houghton explains the project initially attracted just under 1,000 peak concurrent users (CCU). After they flipped the script, the title started to pull in around 4,000 CCU. "That's why we wanted to prioritize chunky content—there would be an impact every time," says Houghton, before acknowledging the title still hadn't quite met the team's CCU expectations even after that switch-up. Related:"Of course you listen to the feedback and take the ideas [on board], but you have to feed them through a filter."It underlines the risks that come with early access, and Houghton specifically wonders whether some developers who can't hit that 90 percent completion benchmark before launching into early access might instead be better off conducting beta tests through Steam instead. If you're curious as to where Rogue Prince of Persia was when it entered Early Access, Houghton suggests the project was roughly 60 percent complete. Eurlings, was slightly more conservative, and claimed it was more like 50 percent. We suggested they meet in the middle. "Steam has evolved now. You can do beta tests and playtests through Steam. I think that's become more like Early Access. People aren't paying for it and your project might be a bit janky [...] but that's okay because they're still going to give feedback and it's not going to be a disaster if it's not great yet," continues Houghton. When asked whether Evil Empire would consider revisiting Early Access in the future, Houghton isn't so certain."I don't know. I'm going to be honest. I've been put off by it, because especially now people are so used to games coming out and then doing live ops for three, four, and five years—so why go with early access and have to deal with the stigma that's around it? I think I would do playtests and then just release," he explains. Related:Houghton adds that teams who are still convinced early access is right for them must have complete conviction in their creative vision—otherwise they might risk being derailed. "Of course you listen to the feedback and take the ideas [on board], but you have to feed them through a filter, otherwise you'll have too many cooks. [...] You'll have people who are super enthusiastic who think you can't do anything wrong, and then you get the people who are just super negative and people who are just throwing ideas at you that you know won't work in the game." It's a situation that can feel overwhelming, with Houghton explaining that Rogue Prince of Persia's game director found the onslaught "too much" at times. "You have to stick to your vision," says Houghton. "Listen, but just cherry pick [your feedback] carefully."Game Developer attended Gamescom 2025 via the Gamescom Media Ambassador Program, which covered flights and accommodation.Read more about:GamescomTop StoriesInterviewsAbout the AuthorChris KerrSenior Editor, News, GameDeveloper.comGame Developer news editor Chris Kerr is an award-winning journalist and reporter with over a decade of experience in the game industry. His byline has appeared in notable print and digital publications including Edge, Stuff, Wireframe, International Business Times, and PocketGamer.biz. Throughout his career, Chris has covered major industry events including GDC, PAX Australia, Gamescom, Paris Games Week, and Develop Brighton. He has featured on the judging panel at The Develop Star Awards on multiple occasions and appeared on BBC Radio 5 Live to discuss breaking news.See more from Chris KerrDaily news, dev blogs, and stories from Game Developer straight to your inboxStay UpdatedYou May Also Like
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  • واش راكم تحسوا كي تسمعوا أغنية تعجبكم وتحبوا تشاركوها مع الأصحاب؟

    المستجدات في عالم السوشل ميديا مش دائماً عادية، وهادي المرة عندنا خبر رائع! إنستغرام وسبوتيفاي دخلوا في شراكة جديدة ليديرو لنا تجربة موسيقية أسهل وأمتع. الحين، كي تشاركوا أغنية من سبوتيفاي في ستوريز، راح تظهر لكم مقطع قصير منها، وبإمكان الأصدقاء يضغطوا على الستيكار الموسيقي ليشوفوا الأغنية في سبوتيفاي.

    وكيما يقولوا "Happy listening!"، أنا شخصياً نحب نشارك الموسيقى مع الأصدقاء، وهذا التحديث راح يسهل الأمور بزاف. تخيلوا تكتبوا نوت في إنستغرام وتشاركوا الأغنية اللي تسمعوها في نفس الوقت، راح يكون الأمر رايع!

    الموسيقى تجمعنا، وهادي فرصة باش نكتشفوا بعضنا.

    https://www.engadget.com/social-media/instagram-adds-spotify-integration-to-stories-and-not
    واش راكم تحسوا كي تسمعوا أغنية تعجبكم وتحبوا تشاركوها مع الأصحاب؟ 🤔 المستجدات في عالم السوشل ميديا مش دائماً عادية، وهادي المرة عندنا خبر رائع! إنستغرام وسبوتيفاي دخلوا في شراكة جديدة ليديرو لنا تجربة موسيقية أسهل وأمتع. الحين، كي تشاركوا أغنية من سبوتيفاي في ستوريز، راح تظهر لكم مقطع قصير منها، وبإمكان الأصدقاء يضغطوا على الستيكار الموسيقي ليشوفوا الأغنية في سبوتيفاي. وكيما يقولوا "Happy listening!"، أنا شخصياً نحب نشارك الموسيقى مع الأصدقاء، وهذا التحديث راح يسهل الأمور بزاف. تخيلوا تكتبوا نوت في إنستغرام وتشاركوا الأغنية اللي تسمعوها في نفس الوقت، راح يكون الأمر رايع! الموسيقى تجمعنا، وهادي فرصة باش نكتشفوا بعضنا. https://www.engadget.com/social-media/instagram-adds-spotify-integration-to-stories-and-not
    Instagram adds Spotify integration to Stories and Notes
    www.engadget.com
    Spotify and Instagram are cozying up for more seamless music sharing. Two new features make it easier for Spotify's nearly 700 million users to share their favorite tunes. When sharing a Spotify track to Instagram Stories, a short snippet of the
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  • Inside The Blood of Dawnwalker’s narrative sandbox and dual gameplay

    I’m Mateusz Tomaszkiewicz, Creative Director at Rebel Wolves, working on The Blood of Dawnwalker — a story-driven, open-world RPG set in 14th-century Europe. We recently showcased a closer look at the gameplay at gamescom and wanted to share some of the exciting new details with you.

    Entering the narrative sandbox

    You play as Coen, the game’s protagonist and the titular Dawnwalker. While the exact circumstances remain a mystery, an attempt to turn Coen into a vampire fails. As a result, he exists between two worlds — human during the day, vampire at night. This duality sits at the heart of the gameplay, with each form offering distinct skills and abilities. Most quests can be approached during either day or night, creating significantly different experiences.

    One of the key mechanics is what we call the “narrative sandbox.” Once the prologue concludes, you have 30 days and nights to rescue Coen’s family from Brencis, a centuries-old vampire and former Roman senator, and his inner circle. Only major actions move the clock forward, and you’re always informed how much time an activity will consume. Roaming the open world does not advance time, giving you the freedom to explore without pressure. Time works more like a currency than a countdown.

    What truly defines the narrative sandbox is the freedom it gives you to shape the story on your own terms. Quests can be completed in any order, skipped entirely, or even never discovered at all depending on your choices. Many characters can be killed, with their absence reshaping events and relationships. There are often multiple paths to achieve the same goal, and even inaction is a choice — one the world around Coen will recognize and respond to. The result is a deeply reactive narrative structure that encourages experimentation and makes every playthrough unique.

    Human by day. Vampire by night.

    The newly revealed quest takes place on day eight of Coen’s journey. By then, several quests have been completed and Coen is visibly more powerful. We first see him at night, navigating the capital city of Svartrau and using vampiric abilities like Shadowstep — a short-range teleport that lets him instantly reposition. It’s invaluable not only in combat, allowing him to flank enemies or close the gap on patrolling guards, but also for exploration and stealth.

    With Shadowstep, Coen can reach scaffolding high on the cathedral’s walls, leap between rooftops, or slip into otherwise inaccessible balconies and ledges, opening up new routes and opportunities to approach objectives. Combat remains fluid and dynamic, blending physical strength with supernatural powers. His vampire form isn’t overpowered, but it adds a distinct tactical layer.

    The quest involves infiltrating the city’s cathedral, where Coen encounters Xanthe — an ancient Greek vampire and Brencis’ most powerful ally.

    To show how time of day affects gameplay, we then reload a save to experience a daytime version of the quest. This time, the goal is to locate the legendary sword of Saint Mihai, the cathedral’s patron. In his human form, Coen leans more on swordplay and dark human magic, unavailable as a vampire. Combat is fast and responsive, with directional attacks and flexible blocking. You can block easily with a single button or use directional input for more precision and control, accommodating both story-focused players and those seeking a challenge.

    Fighting the living, the dead, and everything In between

    Once the enemies are defeated, Coen enters Svartrau during the day. The streets are bustling with life — townsfolk fill the squares, merchants trade goods, and ambient conversations hint at the uneasy coexistence under vampire rule. After roaming the vibrant streets, Coen goes to the cathedral.

    Inside, we witness a chilling ritual called the Blood Baptism, one of Brencis’ ways of twisting existing traditions to maintain control.

    After a tense dialogue sequence that nearly exposes Coen, the sword quest resumes. This leads to a battle with Muron, a creature born from a failed vampire transformation. Unlike Coen, Muron does not become a Dawnwalker but a wild, unstable monster with unpredictable powers.

    Another hex in Coen’s arsenal – Compel Soul – allows Coen to speak with the dead, helping him uncover clues and eventually locate a hidden crypt believed to hold the sword. What he finds is far more disturbing: Saint Mihai, once revered, had been entombed alive after villagers discovered he was also a Dawnwalker. Starved during the day and regenerating at night, Mihai slowly lost his sanity. When freed, he attacks Coen using the full range of Dawnwalker abilities.

    If you find him at night instead, Mihai appears in his vampire form, offering an entirely different encounter.

    The nearly 50-minute demo offers an extended look at The Blood of Dawnwalker’s design — from its dual gameplay loop and time-based structure to its focus on player agency and narrative depth. There is no single path through this story, and every decision, including inaction, shapes the journey. Slated for release in 2026, The Blood of Dawnwalker aims to deliver rich storytelling, immersive combat, and an open world where narrative truly takes the lead.

    The Blood of Dawnwalker is coming to PlayStation 5 in 2026; wishlist it now to stay updated and be among the first to step into Coen’s journey!
    #inside #blood #dawnwalkers #narrative #sandbox
    Inside The Blood of Dawnwalker’s narrative sandbox and dual gameplay
    I’m Mateusz Tomaszkiewicz, Creative Director at Rebel Wolves, working on The Blood of Dawnwalker — a story-driven, open-world RPG set in 14th-century Europe. We recently showcased a closer look at the gameplay at gamescom and wanted to share some of the exciting new details with you. Entering the narrative sandbox You play as Coen, the game’s protagonist and the titular Dawnwalker. While the exact circumstances remain a mystery, an attempt to turn Coen into a vampire fails. As a result, he exists between two worlds — human during the day, vampire at night. This duality sits at the heart of the gameplay, with each form offering distinct skills and abilities. Most quests can be approached during either day or night, creating significantly different experiences. One of the key mechanics is what we call the “narrative sandbox.” Once the prologue concludes, you have 30 days and nights to rescue Coen’s family from Brencis, a centuries-old vampire and former Roman senator, and his inner circle. Only major actions move the clock forward, and you’re always informed how much time an activity will consume. Roaming the open world does not advance time, giving you the freedom to explore without pressure. Time works more like a currency than a countdown. What truly defines the narrative sandbox is the freedom it gives you to shape the story on your own terms. Quests can be completed in any order, skipped entirely, or even never discovered at all depending on your choices. Many characters can be killed, with their absence reshaping events and relationships. There are often multiple paths to achieve the same goal, and even inaction is a choice — one the world around Coen will recognize and respond to. The result is a deeply reactive narrative structure that encourages experimentation and makes every playthrough unique. Human by day. Vampire by night. The newly revealed quest takes place on day eight of Coen’s journey. By then, several quests have been completed and Coen is visibly more powerful. We first see him at night, navigating the capital city of Svartrau and using vampiric abilities like Shadowstep — a short-range teleport that lets him instantly reposition. It’s invaluable not only in combat, allowing him to flank enemies or close the gap on patrolling guards, but also for exploration and stealth. With Shadowstep, Coen can reach scaffolding high on the cathedral’s walls, leap between rooftops, or slip into otherwise inaccessible balconies and ledges, opening up new routes and opportunities to approach objectives. Combat remains fluid and dynamic, blending physical strength with supernatural powers. His vampire form isn’t overpowered, but it adds a distinct tactical layer. The quest involves infiltrating the city’s cathedral, where Coen encounters Xanthe — an ancient Greek vampire and Brencis’ most powerful ally. To show how time of day affects gameplay, we then reload a save to experience a daytime version of the quest. This time, the goal is to locate the legendary sword of Saint Mihai, the cathedral’s patron. In his human form, Coen leans more on swordplay and dark human magic, unavailable as a vampire. Combat is fast and responsive, with directional attacks and flexible blocking. You can block easily with a single button or use directional input for more precision and control, accommodating both story-focused players and those seeking a challenge. Fighting the living, the dead, and everything In between Once the enemies are defeated, Coen enters Svartrau during the day. The streets are bustling with life — townsfolk fill the squares, merchants trade goods, and ambient conversations hint at the uneasy coexistence under vampire rule. After roaming the vibrant streets, Coen goes to the cathedral. Inside, we witness a chilling ritual called the Blood Baptism, one of Brencis’ ways of twisting existing traditions to maintain control. After a tense dialogue sequence that nearly exposes Coen, the sword quest resumes. This leads to a battle with Muron, a creature born from a failed vampire transformation. Unlike Coen, Muron does not become a Dawnwalker but a wild, unstable monster with unpredictable powers. Another hex in Coen’s arsenal – Compel Soul – allows Coen to speak with the dead, helping him uncover clues and eventually locate a hidden crypt believed to hold the sword. What he finds is far more disturbing: Saint Mihai, once revered, had been entombed alive after villagers discovered he was also a Dawnwalker. Starved during the day and regenerating at night, Mihai slowly lost his sanity. When freed, he attacks Coen using the full range of Dawnwalker abilities. If you find him at night instead, Mihai appears in his vampire form, offering an entirely different encounter. The nearly 50-minute demo offers an extended look at The Blood of Dawnwalker’s design — from its dual gameplay loop and time-based structure to its focus on player agency and narrative depth. There is no single path through this story, and every decision, including inaction, shapes the journey. Slated for release in 2026, The Blood of Dawnwalker aims to deliver rich storytelling, immersive combat, and an open world where narrative truly takes the lead. The Blood of Dawnwalker is coming to PlayStation 5 in 2026; wishlist it now to stay updated and be among the first to step into Coen’s journey! #inside #blood #dawnwalkers #narrative #sandbox
    Inside The Blood of Dawnwalker’s narrative sandbox and dual gameplay
    blog.playstation.com
    I’m Mateusz Tomaszkiewicz, Creative Director at Rebel Wolves, working on The Blood of Dawnwalker — a story-driven, open-world RPG set in 14th-century Europe. We recently showcased a closer look at the gameplay at gamescom and wanted to share some of the exciting new details with you. Entering the narrative sandbox You play as Coen, the game’s protagonist and the titular Dawnwalker. While the exact circumstances remain a mystery, an attempt to turn Coen into a vampire fails. As a result, he exists between two worlds — human during the day, vampire at night. This duality sits at the heart of the gameplay, with each form offering distinct skills and abilities. Most quests can be approached during either day or night, creating significantly different experiences. One of the key mechanics is what we call the “narrative sandbox.” Once the prologue concludes, you have 30 days and nights to rescue Coen’s family from Brencis, a centuries-old vampire and former Roman senator, and his inner circle. Only major actions move the clock forward, and you’re always informed how much time an activity will consume. Roaming the open world does not advance time, giving you the freedom to explore without pressure. Time works more like a currency than a countdown. What truly defines the narrative sandbox is the freedom it gives you to shape the story on your own terms. Quests can be completed in any order, skipped entirely, or even never discovered at all depending on your choices. Many characters can be killed, with their absence reshaping events and relationships. There are often multiple paths to achieve the same goal, and even inaction is a choice — one the world around Coen will recognize and respond to. The result is a deeply reactive narrative structure that encourages experimentation and makes every playthrough unique. Human by day. Vampire by night. The newly revealed quest takes place on day eight of Coen’s journey. By then, several quests have been completed and Coen is visibly more powerful. We first see him at night, navigating the capital city of Svartrau and using vampiric abilities like Shadowstep — a short-range teleport that lets him instantly reposition. It’s invaluable not only in combat, allowing him to flank enemies or close the gap on patrolling guards, but also for exploration and stealth. With Shadowstep, Coen can reach scaffolding high on the cathedral’s walls, leap between rooftops, or slip into otherwise inaccessible balconies and ledges, opening up new routes and opportunities to approach objectives. Combat remains fluid and dynamic, blending physical strength with supernatural powers. His vampire form isn’t overpowered, but it adds a distinct tactical layer. The quest involves infiltrating the city’s cathedral, where Coen encounters Xanthe — an ancient Greek vampire and Brencis’ most powerful ally. To show how time of day affects gameplay, we then reload a save to experience a daytime version of the quest. This time, the goal is to locate the legendary sword of Saint Mihai, the cathedral’s patron. In his human form, Coen leans more on swordplay and dark human magic, unavailable as a vampire. Combat is fast and responsive, with directional attacks and flexible blocking. You can block easily with a single button or use directional input for more precision and control, accommodating both story-focused players and those seeking a challenge. Fighting the living, the dead, and everything In between Once the enemies are defeated, Coen enters Svartrau during the day. The streets are bustling with life — townsfolk fill the squares, merchants trade goods, and ambient conversations hint at the uneasy coexistence under vampire rule. After roaming the vibrant streets, Coen goes to the cathedral. Inside, we witness a chilling ritual called the Blood Baptism, one of Brencis’ ways of twisting existing traditions to maintain control. After a tense dialogue sequence that nearly exposes Coen, the sword quest resumes. This leads to a battle with Muron, a creature born from a failed vampire transformation. Unlike Coen, Muron does not become a Dawnwalker but a wild, unstable monster with unpredictable powers. Another hex in Coen’s arsenal – Compel Soul – allows Coen to speak with the dead, helping him uncover clues and eventually locate a hidden crypt believed to hold the sword. What he finds is far more disturbing: Saint Mihai, once revered, had been entombed alive after villagers discovered he was also a Dawnwalker. Starved during the day and regenerating at night, Mihai slowly lost his sanity. When freed, he attacks Coen using the full range of Dawnwalker abilities. If you find him at night instead, Mihai appears in his vampire form, offering an entirely different encounter. The nearly 50-minute demo offers an extended look at The Blood of Dawnwalker’s design — from its dual gameplay loop and time-based structure to its focus on player agency and narrative depth. There is no single path through this story, and every decision, including inaction, shapes the journey. Slated for release in 2026, The Blood of Dawnwalker aims to deliver rich storytelling, immersive combat, and an open world where narrative truly takes the lead. The Blood of Dawnwalker is coming to PlayStation 5 in 2026; wishlist it now to stay updated and be among the first to step into Coen’s journey!
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