• يا جماعة، شكون كان يتوقع أنو فيلم "KPop Demon Hunters" راح يكسّر الدنيا ويولي أكثر فيلم مشاهد في تاريخ نتفليكس؟!

    الفيلم الكارتوني الموسيقي داك، قدر يزيح "Red Notice" من العرش، وهذا يعني بلي كاين جمهور كبير يحب الكوسا والأنيمه مع لمسة KPop. نتكلموا بزاف على الترفيه، لكن شوفوا كيفاش هاد الأفلام تربط الثقافات وتدخل البهجة للقلوب.

    أنا شخصياً، كي شفت هاد الفيلم حسيت بشيء خاص، كيفاش الأنيمه والموسيقى تقدر تخليك تنسى همومك وتدخل لعالم آخر.

    واش رايكم في الحماس هذا؟ توصلنا برسائل من جميع أنحاء العالم تحكي على تأثير هاد الأفلام علينا.

    https://kotaku.com/kpop-demon-hunters-most-popular-netflix-streaming-2000620409
    #KPop #Netflix #DemonHunters #Animation #CulturalMix
    يا جماعة، شكون كان يتوقع أنو فيلم "KPop Demon Hunters" راح يكسّر الدنيا ويولي أكثر فيلم مشاهد في تاريخ نتفليكس؟! 😲🎉 الفيلم الكارتوني الموسيقي داك، قدر يزيح "Red Notice" من العرش، وهذا يعني بلي كاين جمهور كبير يحب الكوسا والأنيمه مع لمسة KPop. نتكلموا بزاف على الترفيه، لكن شوفوا كيفاش هاد الأفلام تربط الثقافات وتدخل البهجة للقلوب. أنا شخصياً، كي شفت هاد الفيلم حسيت بشيء خاص، كيفاش الأنيمه والموسيقى تقدر تخليك تنسى همومك وتدخل لعالم آخر. واش رايكم في الحماس هذا؟ توصلنا برسائل من جميع أنحاء العالم تحكي على تأثير هاد الأفلام علينا. https://kotaku.com/kpop-demon-hunters-most-popular-netflix-streaming-2000620409 #KPop #Netflix #DemonHunters #Animation #CulturalMix
    KPop Demon Hunters Is Officially Netflix’s Most Popular Movie Of All Time
    kotaku.com
    The animated musical has knocked Red Notice from the top spot The post <em>KPop Demon Hunters</em> Is Officially Netflix’s Most Popular Movie Of All Time appeared first on Kotaku.
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  • Bring Your MetaHumans to Life Using Houdini with the Latest UE5 Update

    Epic Games has announced exciting updates to its Unreal Engine's MetaHuman Creator. The latest release integrates it with SideFX Houdini, allowing you to combine the power of both toolsets and bring your MetaHuman characters to life using Houdini's fascinating effects.With the latest MetaHuman Character Rig HDA update and expanded grooming tools, you can easily bring your MetaHumans to Houdini and use the entire arsenal of its stunning procedural tools, adding complex animation and effects. The creators can import and assemble the head, body, and textures of MetaHuman characters created in Unreal Engine using MetaHuman Creator.Also, there's an update to Houdini's existing groom tools. You can now craft hairstyles that are compatible with MetaHuman Creator directly on your MetaHuman character, removing the need to switch back and forth with Unreal Engine. Please note that the MetaHuman Character Rig HDA requires Houdini 21.0 or later.Yesterday, we shared with you August's free learning content from Epic Games, which includes tutorials on animating MetaHumans, creating Blueprint-controlled particle effects, and uncovering the ways Epic Online Services can be used in your projects. Also, if you want to learn more about MetaHumans, check out Marlon R. Nunez's experiment on testing his Live Link from an iPhone in Unreal Engine:Learn more about the MetaHuman Character Rig HDA update here and don't forget to join our 80 Level Talent platform and our new Discord server, follow us on Instagram, Twitter, LinkedIn, Telegram, TikTok, and Threads, where we share breakdowns, the latest news, awesome artworks, and more.
    #bring #your #metahumans #life #using
    Bring Your MetaHumans to Life Using Houdini with the Latest UE5 Update
    Epic Games has announced exciting updates to its Unreal Engine's MetaHuman Creator. The latest release integrates it with SideFX Houdini, allowing you to combine the power of both toolsets and bring your MetaHuman characters to life using Houdini's fascinating effects.With the latest MetaHuman Character Rig HDA update and expanded grooming tools, you can easily bring your MetaHumans to Houdini and use the entire arsenal of its stunning procedural tools, adding complex animation and effects. The creators can import and assemble the head, body, and textures of MetaHuman characters created in Unreal Engine using MetaHuman Creator.Also, there's an update to Houdini's existing groom tools. You can now craft hairstyles that are compatible with MetaHuman Creator directly on your MetaHuman character, removing the need to switch back and forth with Unreal Engine. Please note that the MetaHuman Character Rig HDA requires Houdini 21.0 or later.Yesterday, we shared with you August's free learning content from Epic Games, which includes tutorials on animating MetaHumans, creating Blueprint-controlled particle effects, and uncovering the ways Epic Online Services can be used in your projects. Also, if you want to learn more about MetaHumans, check out Marlon R. Nunez's experiment on testing his Live Link from an iPhone in Unreal Engine:Learn more about the MetaHuman Character Rig HDA update here and don't forget to join our 80 Level Talent platform and our new Discord server, follow us on Instagram, Twitter, LinkedIn, Telegram, TikTok, and Threads, where we share breakdowns, the latest news, awesome artworks, and more. #bring #your #metahumans #life #using
    Bring Your MetaHumans to Life Using Houdini with the Latest UE5 Update
    80.lv
    Epic Games has announced exciting updates to its Unreal Engine's MetaHuman Creator. The latest release integrates it with SideFX Houdini, allowing you to combine the power of both toolsets and bring your MetaHuman characters to life using Houdini's fascinating effects.With the latest MetaHuman Character Rig HDA update and expanded grooming tools, you can easily bring your MetaHumans to Houdini and use the entire arsenal of its stunning procedural tools, adding complex animation and effects. The creators can import and assemble the head, body, and textures of MetaHuman characters created in Unreal Engine using MetaHuman Creator.Also, there's an update to Houdini's existing groom tools. You can now craft hairstyles that are compatible with MetaHuman Creator directly on your MetaHuman character, removing the need to switch back and forth with Unreal Engine. Please note that the MetaHuman Character Rig HDA requires Houdini 21.0 or later.Yesterday, we shared with you August's free learning content from Epic Games, which includes tutorials on animating MetaHumans, creating Blueprint-controlled particle effects, and uncovering the ways Epic Online Services can be used in your projects. Also, if you want to learn more about MetaHumans, check out Marlon R. Nunez's experiment on testing his Live Link from an iPhone in Unreal Engine:Learn more about the MetaHuman Character Rig HDA update here and don't forget to join our 80 Level Talent platform and our new Discord server, follow us on Instagram, Twitter, LinkedIn, Telegram, TikTok, and Threads, where we share breakdowns, the latest news, awesome artworks, and more.
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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 &amp; 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 &amp; 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 &amp; 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 &amp; 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 &amp; 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 &amp; 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 &amp; 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 &amp; 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 &amp; 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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  • &lt;p&gt;Regardez l&amp;#39;avant-première du court métrage d&amp;#39;animation primé &lt;em&gt;NEW IDEA&lt;/em&gt; ici !&lt;/p&gt;

    Regardez NEW IDEA, un film récompensé par 26 prix du meilleur court métrage d'animation et découvrez l'histoire fascinante de son créateur, qui a réalisé cette œuvre pleine de créativité après avoir failli abandonner.
    #ampltpampgtregardez #lampamp39avantpremière #court #métrage #dampamp39animation
    &lt;p&gt;Regardez l&amp;#39;avant-première du court métrage d&amp;#39;animation primé &lt;em&gt;NEW IDEA&lt;/em&gt; ici !&lt;/p&gt;
    Regardez NEW IDEA, un film récompensé par 26 prix du meilleur court métrage d'animation et découvrez l'histoire fascinante de son créateur, qui a réalisé cette œuvre pleine de créativité après avoir failli abandonner. #ampltpampgtregardez #lampamp39avantpremière #court #métrage #dampamp39animation
    &lt;p&gt;Regardez l&amp;#39;avant-première du court métrage d&amp;#39;animation primé &lt;em&gt;NEW IDEA&lt;/em&gt; ici !&lt;/p&gt;
    www.unrealengine.com
    Regardez NEW IDEA, un film récompensé par 26 prix du meilleur court métrage d'animation et découvrez l'histoire fascinante de son créateur, qui a réalisé cette œuvre pleine de créativité après avoir failli abandonner.
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  • يا سلام على الكرياتيفيتي! شفتو هاد الفيديو الجديد عن "KPop Demon Hunters" لي صاير في Lego؟! بصح، موش أي Lego! هاد العمل لي دارو Preston Mutanga بمستوى يقدر يكون رسمي، لدرجة أنك تحس روحك داخل فيلم!!

    الراجل كان له دور في التحريك بتاع "Across the Spider-Verse"، وهادي إبداعته جاية تفجر دماغك. جرب تشوفه، لأن الخيال لي فيه والرسوم متع Lego راح يديك إحساس رايع.

    شخصياً، نحب كل ما يتعلق بالـ KPop و Lego، وهذا المزيج كان كفيل باش يخليني مبهور. بلكي نجرب نعمل حاجة مشابهة، ههههه!

    خليكم ديما في الابتكار، كل واحد يقدر يترك بصمته بطريقة جديدة!

    https://kotaku.com/kpop-demon-hunters-lego-spider-verse-trailer-scene-2000619565

    #KPop #Lego #Creativity #DemonHunters #Animation
    يا سلام على الكرياتيفيتي! 🌟 شفتو هاد الفيديو الجديد عن "KPop Demon Hunters" لي صاير في Lego؟! بصح، موش أي Lego! هاد العمل لي دارو Preston Mutanga بمستوى يقدر يكون رسمي، لدرجة أنك تحس روحك داخل فيلم!! 🎬 الراجل كان له دور في التحريك بتاع "Across the Spider-Verse"، وهادي إبداعته جاية تفجر دماغك. جرب تشوفه، لأن الخيال لي فيه والرسوم متع Lego راح يديك إحساس رايع. شخصياً، نحب كل ما يتعلق بالـ KPop و Lego، وهذا المزيج كان كفيل باش يخليني مبهور. بلكي نجرب نعمل حاجة مشابهة، ههههه! خليكم ديما في الابتكار، كل واحد يقدر يترك بصمته بطريقة جديدة! https://kotaku.com/kpop-demon-hunters-lego-spider-verse-trailer-scene-2000619565 #KPop #Lego #Creativity #DemonHunters #Animation
    This Fanmade KPop Demon Hunters Lego Recreation Is So Good It Could Be Official
    kotaku.com
    Preston Mutanga animated the Lego segment in Across the Spider-Verse The post This Fanmade <em>KPop Demon Hunters</em> Lego Recreation Is So Good It Could Be Official appeared first on Kotaku.
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  • (For Southeast Asia) NBA 2K26: Hands-on report and PS5 bundle details

    The official start of the season may be two months away, but basketball is back with NBA 2K26 hitting PS5 and PS4 September 5. The latest entry brings a new gameplay system powered by machine learning, studying today’s superstars, and fun pick-up and play options. 2K invited me to go hands-on with the game  before it launches September 5 on PS5, and I’m here to share what I learned on the court.

    Also launching starting on September 12and on September 18is the PlayStation 5 Console – NBA 2K26 Bundle. Read on for full details

    Better ball

    2K26 puts considerable effort into improving both sides of the floor, with notable offensive and defensive enhancements. New machine-learning technology helps capture the fundamentals of the game. While playing, I noticed players would run and get set by firmly planting their feet, instead of a gliding effect. While driving into the paint, they would also stop and accurately respond to a defender in their lane. These details add a realistic weight to the sport.

    Enhanced Rhythm Shooting

    You can still flick down-up on the right analog stick or simply press square to start your shooting motion, then release at the correct timing for the individual player’s shoot release. However, now the tempo of the play, like in real life, affects your shot. When a good defender bogged me down, I could quickly release my shot and intentionally release it early for a decisive bucket. With a high basketball IQ, any shot has the potential to be a good shot. 

    Defensive battles

    Players can swing a game in their favor if the shots aren’t falling, thanks to new improvements centered around real-world tactics. Around the player’s feet, you will see new Rebound Timing Feedback as a green meter that will flash to indicate a well-timed rebound. Learning Chet Holmgren’s rebound timing made me nearly unstoppable under the rim and made me focus on an aspect of the game I had neglected before. 

    Collisions and interior defense both benefit from a revamped system-driven tech that allows for more real-time interactions instead of scripted mocap animations. If you want to stop a fast break or crowd the lane, players will stop, adjust, and even collide realistically. The game rewards paying attention to the action when the ball isn’t in your hand.

    Arena atmosphere

    The devs also upgraded the game spectacle during downtime and timeouts with new crowd variety, interactions, and on-court performances. Cheerleader routines and mascot antics are fun, but my favorite by far was the dance cam. These moments captured the feel of attending a game live and the sense of community that attending a sporting event can create.

    MyTEAM updates 

    MyTEAM has received a significant remodel with Triple Threat Park turning Sunset Beach into a nighttime venue. Players are greeted with neon lights, fireworks, and other details that can only be appreciated after dark. Pulling cards and collecting players has also become an even bigger spectacle with dramatic reveals and added flair.  

    The biggest change to MyTEAM is that WNBA players join the action for the first time in series history. Newcomers like Angel Reese and Caitlin Clark take to the hardwood along with legends like Lisa Leslie. Attributes and Badges are identical for all players, no matter what league they hail from. Also, there is a WNBA Domination tier where your squad will be exclusively WNBA players as you challenge teams to earn Domination stars and crests. 

    Another first is 2v2 games in Triple Threat Park. Two half courts have been added in the middle of the street, where you can run your favorite two-person team-ups. The park also features four 3v3 courts, including a new option with a beach backdrop, and three 3v3 courts for 6-player co-op matches. These games capture the essence of streetball, featuring players calling their fouls, checking the ball at midcourt, and engaging in some lively trash talk—a great way to mix and match your favorite ball players and have some quick, high-energy games. 

    All-Star Team Up is now part of MyTEAM, where 10 players duke it out in 5v5 co-op matches. Take your favorite NBA or WNBA players for some very high-level play where being a good role player is the key to success. Earn individual rewards with the new Season Ladder and earn rewards as a team by winning matches. Find the right chemistry with your teammates, because for every five games you win with the same team lineup, everyone will receive rewards, even if the wins aren’t consecutive. 

    Discover all the new enhancements coming to the court when NBA 2K 26 launches September 5 on PS5.

    Vertical Stand sold separately

    PS5 Console – NBA 2K26 BundleWe’re pleased to announce the PlayStation 5 Console – NBA 2K26 Bundle is launching in Singapore, Malaysia, Thailand starting September 12 and is launching in Indonesia, the Philippines and Vietnam starting September 18. Release dates and availability may vary by region, please check your local retailer for availability and release dates.

    Players can feel the on-the-court immersion made possible by the DualSense wireless controller’s haptic feedback and adaptive triggers. Experience NBA 2K26’s authenticity with lifelike animations, heightened player fidelity and authentic atmosphere with 4K resolution*, and enjoy shortened load times and return to the action faster with the PS5 console’s high-speed SSD.

    In Singapore, Malaysia and Thailand, the bundle includes a PlayStation 5 console, DualSense wireless controller, and a digital voucher** for NBA 2K26 Standard Edition. In Indonesia, the Philippines and Vietnam, the bundle includes a PlayStation 5 console, DualSense wireless controller, and a disc version for NBA 2K26 Standard Edition

    With a robust focus on features and the game aspects that don’t rely on the players, it’s great to play and watch. No matter your height, you should hit the court when NBA 2K26 comes to PS5 and PS4 on September 5.

    *4K and HDR require a 4K and HDR compatible TV or display.

    **Account for PlayStation and internet connection required to redeem voucher
    #southeast #asia #nba #2k26 #handson
    (For Southeast Asia) NBA 2K26: Hands-on report and PS5 bundle details
    The official start of the season may be two months away, but basketball is back with NBA 2K26 hitting PS5 and PS4 September 5. The latest entry brings a new gameplay system powered by machine learning, studying today’s superstars, and fun pick-up and play options. 2K invited me to go hands-on with the game  before it launches September 5 on PS5, and I’m here to share what I learned on the court. Also launching starting on September 12and on September 18is the PlayStation 5 Console – NBA 2K26 Bundle. Read on for full details Better ball 2K26 puts considerable effort into improving both sides of the floor, with notable offensive and defensive enhancements. New machine-learning technology helps capture the fundamentals of the game. While playing, I noticed players would run and get set by firmly planting their feet, instead of a gliding effect. While driving into the paint, they would also stop and accurately respond to a defender in their lane. These details add a realistic weight to the sport. Enhanced Rhythm Shooting You can still flick down-up on the right analog stick or simply press square to start your shooting motion, then release at the correct timing for the individual player’s shoot release. However, now the tempo of the play, like in real life, affects your shot. When a good defender bogged me down, I could quickly release my shot and intentionally release it early for a decisive bucket. With a high basketball IQ, any shot has the potential to be a good shot.  Defensive battles Players can swing a game in their favor if the shots aren’t falling, thanks to new improvements centered around real-world tactics. Around the player’s feet, you will see new Rebound Timing Feedback as a green meter that will flash to indicate a well-timed rebound. Learning Chet Holmgren’s rebound timing made me nearly unstoppable under the rim and made me focus on an aspect of the game I had neglected before.  Collisions and interior defense both benefit from a revamped system-driven tech that allows for more real-time interactions instead of scripted mocap animations. If you want to stop a fast break or crowd the lane, players will stop, adjust, and even collide realistically. The game rewards paying attention to the action when the ball isn’t in your hand. Arena atmosphere The devs also upgraded the game spectacle during downtime and timeouts with new crowd variety, interactions, and on-court performances. Cheerleader routines and mascot antics are fun, but my favorite by far was the dance cam. These moments captured the feel of attending a game live and the sense of community that attending a sporting event can create. MyTEAM updates  MyTEAM has received a significant remodel with Triple Threat Park turning Sunset Beach into a nighttime venue. Players are greeted with neon lights, fireworks, and other details that can only be appreciated after dark. Pulling cards and collecting players has also become an even bigger spectacle with dramatic reveals and added flair.   The biggest change to MyTEAM is that WNBA players join the action for the first time in series history. Newcomers like Angel Reese and Caitlin Clark take to the hardwood along with legends like Lisa Leslie. Attributes and Badges are identical for all players, no matter what league they hail from. Also, there is a WNBA Domination tier where your squad will be exclusively WNBA players as you challenge teams to earn Domination stars and crests.  Another first is 2v2 games in Triple Threat Park. Two half courts have been added in the middle of the street, where you can run your favorite two-person team-ups. The park also features four 3v3 courts, including a new option with a beach backdrop, and three 3v3 courts for 6-player co-op matches. These games capture the essence of streetball, featuring players calling their fouls, checking the ball at midcourt, and engaging in some lively trash talk—a great way to mix and match your favorite ball players and have some quick, high-energy games.  All-Star Team Up is now part of MyTEAM, where 10 players duke it out in 5v5 co-op matches. Take your favorite NBA or WNBA players for some very high-level play where being a good role player is the key to success. Earn individual rewards with the new Season Ladder and earn rewards as a team by winning matches. Find the right chemistry with your teammates, because for every five games you win with the same team lineup, everyone will receive rewards, even if the wins aren’t consecutive.  Discover all the new enhancements coming to the court when NBA 2K 26 launches September 5 on PS5. Vertical Stand sold separately PS5 Console – NBA 2K26 BundleWe’re pleased to announce the PlayStation 5 Console – NBA 2K26 Bundle is launching in Singapore, Malaysia, Thailand starting September 12 and is launching in Indonesia, the Philippines and Vietnam starting September 18. Release dates and availability may vary by region, please check your local retailer for availability and release dates. Players can feel the on-the-court immersion made possible by the DualSense wireless controller’s haptic feedback and adaptive triggers. Experience NBA 2K26’s authenticity with lifelike animations, heightened player fidelity and authentic atmosphere with 4K resolution*, and enjoy shortened load times and return to the action faster with the PS5 console’s high-speed SSD. In Singapore, Malaysia and Thailand, the bundle includes a PlayStation 5 console, DualSense wireless controller, and a digital voucher** for NBA 2K26 Standard Edition. In Indonesia, the Philippines and Vietnam, the bundle includes a PlayStation 5 console, DualSense wireless controller, and a disc version for NBA 2K26 Standard Edition With a robust focus on features and the game aspects that don’t rely on the players, it’s great to play and watch. No matter your height, you should hit the court when NBA 2K26 comes to PS5 and PS4 on September 5. *4K and HDR require a 4K and HDR compatible TV or display. **Account for PlayStation and internet connection required to redeem voucher #southeast #asia #nba #2k26 #handson
    (For Southeast Asia) NBA 2K26: Hands-on report and PS5 bundle details
    blog.playstation.com
    The official start of the season may be two months away, but basketball is back with NBA 2K26 hitting PS5 and PS4 September 5. The latest entry brings a new gameplay system powered by machine learning, studying today’s superstars, and fun pick-up and play options. 2K invited me to go hands-on with the game  before it launches September 5 on PS5, and I’m here to share what I learned on the court. Also launching starting on September 12 (Singapore, Malaysia, Thailand) and on September 18 (Indonesia, Philippines and Vietnam) is the PlayStation 5 Console – NBA 2K26 Bundle. Read on for full details Better ball 2K26 puts considerable effort into improving both sides of the floor, with notable offensive and defensive enhancements. New machine-learning technology helps capture the fundamentals of the game. While playing, I noticed players would run and get set by firmly planting their feet, instead of a gliding effect. While driving into the paint, they would also stop and accurately respond to a defender in their lane. These details add a realistic weight to the sport. Enhanced Rhythm Shooting You can still flick down-up on the right analog stick or simply press square to start your shooting motion, then release at the correct timing for the individual player’s shoot release. However, now the tempo of the play, like in real life, affects your shot. When a good defender bogged me down, I could quickly release my shot and intentionally release it early for a decisive bucket. With a high basketball IQ, any shot has the potential to be a good shot.  Defensive battles Players can swing a game in their favor if the shots aren’t falling, thanks to new improvements centered around real-world tactics. Around the player’s feet, you will see new Rebound Timing Feedback as a green meter that will flash to indicate a well-timed rebound. Learning Chet Holmgren’s rebound timing made me nearly unstoppable under the rim and made me focus on an aspect of the game I had neglected before.  Collisions and interior defense both benefit from a revamped system-driven tech that allows for more real-time interactions instead of scripted mocap animations. If you want to stop a fast break or crowd the lane, players will stop, adjust, and even collide realistically. The game rewards paying attention to the action when the ball isn’t in your hand. Arena atmosphere The devs also upgraded the game spectacle during downtime and timeouts with new crowd variety, interactions, and on-court performances. Cheerleader routines and mascot antics are fun, but my favorite by far was the dance cam. These moments captured the feel of attending a game live and the sense of community that attending a sporting event can create. MyTEAM updates  MyTEAM has received a significant remodel with Triple Threat Park turning Sunset Beach into a nighttime venue. Players are greeted with neon lights, fireworks, and other details that can only be appreciated after dark. Pulling cards and collecting players has also become an even bigger spectacle with dramatic reveals and added flair.   The biggest change to MyTEAM is that WNBA players join the action for the first time in series history. Newcomers like Angel Reese and Caitlin Clark take to the hardwood along with legends like Lisa Leslie. Attributes and Badges are identical for all players, no matter what league they hail from. Also, there is a WNBA Domination tier where your squad will be exclusively WNBA players as you challenge teams to earn Domination stars and crests.  Another first is 2v2 games in Triple Threat Park. Two half courts have been added in the middle of the street, where you can run your favorite two-person team-ups. The park also features four 3v3 courts, including a new option with a beach backdrop, and three 3v3 courts for 6-player co-op matches. These games capture the essence of streetball, featuring players calling their fouls, checking the ball at midcourt, and engaging in some lively trash talk—a great way to mix and match your favorite ball players and have some quick, high-energy games.  All-Star Team Up is now part of MyTEAM, where 10 players duke it out in 5v5 co-op matches. Take your favorite NBA or WNBA players for some very high-level play where being a good role player is the key to success. Earn individual rewards with the new Season Ladder and earn rewards as a team by winning matches. Find the right chemistry with your teammates, because for every five games you win with the same team lineup, everyone will receive rewards, even if the wins aren’t consecutive.  Discover all the new enhancements coming to the court when NBA 2K 26 launches September 5 on PS5. Vertical Stand sold separately PS5 Console – NBA 2K26 Bundle (Southeast Asia details) We’re pleased to announce the PlayStation 5 Console – NBA 2K26 Bundle is launching in Singapore, Malaysia, Thailand starting September 12 and is launching in Indonesia, the Philippines and Vietnam starting September 18. Release dates and availability may vary by region, please check your local retailer for availability and release dates. Players can feel the on-the-court immersion made possible by the DualSense wireless controller’s haptic feedback and adaptive triggers. Experience NBA 2K26’s authenticity with lifelike animations, heightened player fidelity and authentic atmosphere with 4K resolution*, and enjoy shortened load times and return to the action faster with the PS5 console’s high-speed SSD. In Singapore, Malaysia and Thailand, the bundle includes a PlayStation 5 console, DualSense wireless controller, and a digital voucher** for NBA 2K26 Standard Edition. In Indonesia, the Philippines and Vietnam, the bundle includes a PlayStation 5 console, DualSense wireless controller, and a disc version for NBA 2K26 Standard Edition With a robust focus on features and the game aspects that don’t rely on the players, it’s great to play and watch. No matter your height, you should hit the court when NBA 2K26 comes to PS5 and PS4 on September 5. *4K and HDR require a 4K and HDR compatible TV or display. **Account for PlayStation and internet connection required to redeem voucher
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  • Create a Manga Style Animation with Grease Pencil (BLAME! Edition)

    Dive into creating Manga-style NPR rendering with this super extensive and free tutorial series by Harry Helps.
    Hello Everyone!
    In this comprehensive tutorial, we'll create a subtle looping animation of a manga style environment in Blender! We'll be using a panel from the manga "BLAME!" as our reference!
    We'll start with a ready-made starter file and design custom materials to give it a manga aesthetic. Then, using the grease pencil tool, we'll draw hand-crafted elements directly into the scene. To enhance the manga aesthetic, we'll apply compositing overlays that give it the feel of a manga page. In the final step, we'll animate the camera and export the finished piece as both a video and an animated GIF!
    I hope you enjoy the tutorial!
    See the full 17-part playlist here:
    #create #manga #style #animation #with
    Create a Manga Style Animation with Grease Pencil (BLAME! Edition)
    Dive into creating Manga-style NPR rendering with this super extensive and free tutorial series by Harry Helps. Hello Everyone! In this comprehensive tutorial, we'll create a subtle looping animation of a manga style environment in Blender! We'll be using a panel from the manga "BLAME!" as our reference! We'll start with a ready-made starter file and design custom materials to give it a manga aesthetic. Then, using the grease pencil tool, we'll draw hand-crafted elements directly into the scene. To enhance the manga aesthetic, we'll apply compositing overlays that give it the feel of a manga page. In the final step, we'll animate the camera and export the finished piece as both a video and an animated GIF! I hope you enjoy the tutorial! See the full 17-part playlist here: #create #manga #style #animation #with
    Create a Manga Style Animation with Grease Pencil (BLAME! Edition)
    www.blendernation.com
    Dive into creating Manga-style NPR rendering with this super extensive and free tutorial series by Harry Helps. Hello Everyone! In this comprehensive tutorial, we'll create a subtle looping animation of a manga style environment in Blender! We'll be using a panel from the manga "BLAME!" as our reference! We'll start with a ready-made starter file and design custom materials to give it a manga aesthetic. Then, using the grease pencil tool, we'll draw hand-crafted elements directly into the scene. To enhance the manga aesthetic, we'll apply compositing overlays that give it the feel of a manga page. In the final step, we'll animate the camera and export the finished piece as both a video and an animated GIF! I hope you enjoy the tutorial! See the full 17-part playlist here:
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  • Tencent claims its new AI tool will reduce art production timeframes from days to minutes

    Chris Kerr, Senior Editor, News, GameDeveloper.comAugust 22, 20252 Min ReadImage via Tencent Tencent debuted a new AI creation tool called VISVISE at Gamescom 2025 that it claims will accelerate video game art production by automating repetitive tasks. The Chinese conglomerate billed VISVISE as an end-to-end AI game creation suit that will "dramatically cut down game art design time from days or even months, down to minutes." "With capabilities spanning animation and modeling to the creation of intelligent NPCs, or managing digital assets, VISVISE provides game developers and designers with a complete AIGC-powered toolset to accelerate workflows," it added. Tencent said the tool will specifically allow developers to rapidly skin and animate characters in a matter of minutes—a process it claims usually takes up to three-and-a-half days. In addition, the company claimed skeletal animations can be produced in just 10 seconds with VISVISE. Tencent said that process usually takes between three and seven days. "This results in an eightfold improvement in character skinning throughput and transforms animation into a fully automated process of 'keyframe generation + intelligent in-betweening,'" it continued. Tencent claims it doesn't want VISVISE to replace 'human ingenuity'Tencent Games VISVISE expert Zijiao Zeng delivered a keynote at Devcomand shared more details on VISVISE's two key core technologies: VISVISE GoSkinning and VISVISE MotionBlink. Related:GoSkinning works by leveraging a universal AI model to automatically adapt to different skeletal structures. Tencent told Game Developer the tool is based on an AI model developed in-house. The company explained GoSkinning achieves around 85 percent automation and uses a two-step process of bone chain prediction and weight refinement, while its proprietary 'Skirt AI' addresses "complex garment deformation issues." MotionBlink, meanwhile, uses a self-regressive diffusion architecture to rapidly generate keyframes combined with pre-trained CVAE and contrastive learning to produce smooth motion transitions that Tencent claims will rival optimal motion capture and eliminate common issues such as foot sliding and jitter. VISVISE tools have already been integrated into the development of over 90 titles, including PUBG Mobile. Addressing the widespread concerns surrounding AI technology and automation, Tencent said it doesn't envision a future in which VISVIE replaces workers and instead explained it views the technology as a "supporting tool." "VISVISE is designed to automate repetitive tasks with human oversight, enabling creative teams to focus on core artistic and design elements that define a great game," a Tencent spokesperson told Game Developer. "Human ingenuity, intuition and connection continue to be pillars of our industry's success, and the keys to developing engaging, emotionally resonant games. With AI, we hope to accelerate creativity, building a collaborative environment where we can continue to create, play and sell quality games."Related:Game Developer attended Gamescom 2025 via the Gamescom Media Ambassador Program, which covered flights and accommodation. about:GamescomAbout 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
    #tencent #claims #its #new #tool
    Tencent claims its new AI tool will reduce art production timeframes from days to minutes
    Chris Kerr, Senior Editor, News, GameDeveloper.comAugust 22, 20252 Min ReadImage via Tencent Tencent debuted a new AI creation tool called VISVISE at Gamescom 2025 that it claims will accelerate video game art production by automating repetitive tasks. The Chinese conglomerate billed VISVISE as an end-to-end AI game creation suit that will "dramatically cut down game art design time from days or even months, down to minutes." "With capabilities spanning animation and modeling to the creation of intelligent NPCs, or managing digital assets, VISVISE provides game developers and designers with a complete AIGC-powered toolset to accelerate workflows," it added. Tencent said the tool will specifically allow developers to rapidly skin and animate characters in a matter of minutes—a process it claims usually takes up to three-and-a-half days. In addition, the company claimed skeletal animations can be produced in just 10 seconds with VISVISE. Tencent said that process usually takes between three and seven days. "This results in an eightfold improvement in character skinning throughput and transforms animation into a fully automated process of 'keyframe generation + intelligent in-betweening,'" it continued. Tencent claims it doesn't want VISVISE to replace 'human ingenuity'Tencent Games VISVISE expert Zijiao Zeng delivered a keynote at Devcomand shared more details on VISVISE's two key core technologies: VISVISE GoSkinning and VISVISE MotionBlink. Related:GoSkinning works by leveraging a universal AI model to automatically adapt to different skeletal structures. Tencent told Game Developer the tool is based on an AI model developed in-house. The company explained GoSkinning achieves around 85 percent automation and uses a two-step process of bone chain prediction and weight refinement, while its proprietary 'Skirt AI' addresses "complex garment deformation issues." MotionBlink, meanwhile, uses a self-regressive diffusion architecture to rapidly generate keyframes combined with pre-trained CVAE and contrastive learning to produce smooth motion transitions that Tencent claims will rival optimal motion capture and eliminate common issues such as foot sliding and jitter. VISVISE tools have already been integrated into the development of over 90 titles, including PUBG Mobile. Addressing the widespread concerns surrounding AI technology and automation, Tencent said it doesn't envision a future in which VISVIE replaces workers and instead explained it views the technology as a "supporting tool." "VISVISE is designed to automate repetitive tasks with human oversight, enabling creative teams to focus on core artistic and design elements that define a great game," a Tencent spokesperson told Game Developer. "Human ingenuity, intuition and connection continue to be pillars of our industry's success, and the keys to developing engaging, emotionally resonant games. With AI, we hope to accelerate creativity, building a collaborative environment where we can continue to create, play and sell quality games."Related:Game Developer attended Gamescom 2025 via the Gamescom Media Ambassador Program, which covered flights and accommodation. about:GamescomAbout 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 #tencent #claims #its #new #tool
    Tencent claims its new AI tool will reduce art production timeframes from days to minutes
    www.gamedeveloper.com
    Chris Kerr, Senior Editor, News, GameDeveloper.comAugust 22, 20252 Min ReadImage via Tencent Tencent debuted a new AI creation tool called VISVISE at Gamescom 2025 that it claims will accelerate video game art production by automating repetitive tasks. The Chinese conglomerate billed VISVISE as an end-to-end AI game creation suit that will "dramatically cut down game art design time from days or even months, down to minutes." "With capabilities spanning animation and modeling to the creation of intelligent NPCs, or managing digital assets, VISVISE provides game developers and designers with a complete AIGC-powered toolset to accelerate workflows," it added. Tencent said the tool will specifically allow developers to rapidly skin and animate characters in a matter of minutes—a process it claims usually takes up to three-and-a-half days. In addition, the company claimed skeletal animations can be produced in just 10 seconds with VISVISE. Tencent said that process usually takes between three and seven days. "This results in an eightfold improvement in character skinning throughput and transforms animation into a fully automated process of 'keyframe generation + intelligent in-betweening,'" it continued. Tencent claims it doesn't want VISVISE to replace 'human ingenuity'Tencent Games VISVISE expert Zijiao Zeng delivered a keynote at Devcom (soon to be rebranded as Gamescom Dev) and shared more details on VISVISE's two key core technologies: VISVISE GoSkinning and VISVISE MotionBlink. Related:GoSkinning works by leveraging a universal AI model to automatically adapt to different skeletal structures. Tencent told Game Developer the tool is based on an AI model developed in-house. The company explained GoSkinning achieves around 85 percent automation and uses a two-step process of bone chain prediction and weight refinement, while its proprietary 'Skirt AI' addresses "complex garment deformation issues." MotionBlink, meanwhile, uses a self-regressive diffusion architecture to rapidly generate keyframes combined with pre-trained CVAE and contrastive learning to produce smooth motion transitions that Tencent claims will rival optimal motion capture and eliminate common issues such as foot sliding and jitter. VISVISE tools have already been integrated into the development of over 90 titles, including PUBG Mobile. Addressing the widespread concerns surrounding AI technology and automation, Tencent said it doesn't envision a future in which VISVIE replaces workers and instead explained it views the technology as a "supporting tool." "VISVISE is designed to automate repetitive tasks with human oversight, enabling creative teams to focus on core artistic and design elements that define a great game," a Tencent spokesperson told Game Developer. "Human ingenuity, intuition and connection continue to be pillars of our industry's success, and the keys to developing engaging, emotionally resonant games. With AI, we hope to accelerate creativity, building a collaborative environment where we can continue to create, play and sell quality games."Related:Game Developer attended Gamescom 2025 via the Gamescom Media Ambassador Program, which covered flights and accommodation.Read more about:GamescomAbout 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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  • Metal Gear Solid Delta: Snake Eater developer interview

    Metal Gear Solid Delta: Snake Eater, launching August 28 on PlayStation 5, is a remake of the 2004 PlayStation 2 classic, Metal Gear Solid 3: Snake Eater. I had a conversation with the developers during a Tokyo press event to discuss the upcoming remake and its development process. 

    ​​

    Faithfully replicating the thrill and impact of the original

    PlayStation Blog: How important was it to your team to create a game that stayed true to the original?

    Noriaki Okamura: We began this project with the intention of bringing a 20-year-old game to the present day. While we updated the graphics and certain game mechanics to ensure today’s players could fully enjoy the experience, we wanted to stay true to the original as much as possible.

    What challenges did your team face during development, and what specific adjustments were implemented?

    Okamura: I had no intention of altering the original story, so I insisted that we can just update the game graphics. Korekado disagreed and warned me that that approach will not work, but I initially had the team re-create the game just with new character models. Although the graphics improved, they appeared doll-like and unrealistic, so I finally realized that my plan was inadequate.

    Yuji Korekado: We began by reworking the animation and game mechanics. We implemented animation programming that didn’t exist two decades ago to make the game more realistic, but that also meant we couldn’t reproduce the original game mechanics. Metal Gear is a stealth game, so it’s crucial for players to be able to make precise movements. We put in a lot of effort to replicate the same feel as the original, while maintaining realism.

    Are there any areas of the game that you wanted to recreate as faithfully as possible?

    Korekado: We made sure that the jungle looked as realistic as possible. We devoted a lot of time modeling every fine detail like leaves, grass, and moss covering the ground. Since the perspective shifts along with the character’s movements, players will get a closer look at the ground when they’re crouching or crawling. To make sure the environment was immersive from every angle, we carefully crafted every element with great precision.

    ​​

    Have any enhancements been made compared to the original PS2 version?

    Korekado: We enhanced the visuals to be more intuitive. Thanks to increased memory and much faster speeds the user experience has improved significantly, including faster transitions to the Survival Viewer or having a quick menu to swap uniforms. On top of that, the audio improvements are remarkable. Sound absorption rates vary depending on the materials of the walls and floors, which allows players to detect enemies behind walls or nearby animals intuitively. In areas like caves and long corridors, unique echo parameters help distinguish different environments, which I think is a major advancement for stealth gameplay.

    Extra content for players to enjoy diverse gameplay

    The remake features Fox Hunt, a new online multiplayer mode. Why did you include this in the game instead of Metal Gear Online?

    Yu Sahara: The remake features significantly enhanced graphics, so we explored various online modes that aligned with these improvements. We decided to focus on stealth, sneaking, and survival, since those are also the key pillars of the main game. We landed on a concept that is based on hide-and-seek, that is classic Metal Gear, while also being reminiscent of the stealth missions featured in the earlier MGO.

    Can players earn rewards by playing the Fox Hunt mode?

    Sahara: While there are no items that can be transferred to the main game, players can unlock rewards like new camouflage options by playing Fox Hunt multiple times.

    Were there any challenges or specific areas of focus while remaking Snake vs Monkey mode?

    Taiga Ishigami: Our main goal was to make Pipo Monkey even more charming, cute, and entertaining. We developed new character actions, including the “Gotcha!” motion, and each animation and sound effect were carefully reviewed to ensure it captured Pipo Monkey’s personality. If anything felt off, we made changes right away.

    I heard the new Snake vs Monkey mode features an Astro Bot collab.

    Ishigami: Yes, a couple of bots from the Astro Bot game will make an appearance, and you can capture them just like the Pipo Monkeys. Capturing these bots isn’t required to finish the levels, but you’ll receive unique rewards if you do. Depending on the level, either a standard bot or a Pipo Monkey bot will be hidden away, so be sure to keep an eye out for them.

    ​​

    Do you have any final words for new players as well as longtime fans of the original game?

    Okamura: I rarely cry when playing games, but I remember bawling my eyes out while playing the original Metal Gear Solid 3. The development of Metal Gear Solid Delta: Snake Eater was driven by our goal to faithfully capture the impact and thrill that players felt two decades ago. Metal Gear Solid 3 is the ultimate example of storytelling in games, and having dreamed of making a game like this, I now feel a sense of fulfillment. I hope everyone enjoys the story as much as I do.

    Metal Gear Solid Delta: Snake Eater arrives on PS5 on August 28. 

    Read a new hands-on report with the game.
    #metal #gear #solid #delta #snake
    Metal Gear Solid Delta: Snake Eater developer interview
    Metal Gear Solid Delta: Snake Eater, launching August 28 on PlayStation 5, is a remake of the 2004 PlayStation 2 classic, Metal Gear Solid 3: Snake Eater. I had a conversation with the developers during a Tokyo press event to discuss the upcoming remake and its development process.  ​​ Faithfully replicating the thrill and impact of the original PlayStation Blog: How important was it to your team to create a game that stayed true to the original? Noriaki Okamura: We began this project with the intention of bringing a 20-year-old game to the present day. While we updated the graphics and certain game mechanics to ensure today’s players could fully enjoy the experience, we wanted to stay true to the original as much as possible. What challenges did your team face during development, and what specific adjustments were implemented? Okamura: I had no intention of altering the original story, so I insisted that we can just update the game graphics. Korekado disagreed and warned me that that approach will not work, but I initially had the team re-create the game just with new character models. Although the graphics improved, they appeared doll-like and unrealistic, so I finally realized that my plan was inadequate. Yuji Korekado: We began by reworking the animation and game mechanics. We implemented animation programming that didn’t exist two decades ago to make the game more realistic, but that also meant we couldn’t reproduce the original game mechanics. Metal Gear is a stealth game, so it’s crucial for players to be able to make precise movements. We put in a lot of effort to replicate the same feel as the original, while maintaining realism. Are there any areas of the game that you wanted to recreate as faithfully as possible? Korekado: We made sure that the jungle looked as realistic as possible. We devoted a lot of time modeling every fine detail like leaves, grass, and moss covering the ground. Since the perspective shifts along with the character’s movements, players will get a closer look at the ground when they’re crouching or crawling. To make sure the environment was immersive from every angle, we carefully crafted every element with great precision. ​​ Have any enhancements been made compared to the original PS2 version? Korekado: We enhanced the visuals to be more intuitive. Thanks to increased memory and much faster speeds the user experience has improved significantly, including faster transitions to the Survival Viewer or having a quick menu to swap uniforms. On top of that, the audio improvements are remarkable. Sound absorption rates vary depending on the materials of the walls and floors, which allows players to detect enemies behind walls or nearby animals intuitively. In areas like caves and long corridors, unique echo parameters help distinguish different environments, which I think is a major advancement for stealth gameplay. Extra content for players to enjoy diverse gameplay The remake features Fox Hunt, a new online multiplayer mode. Why did you include this in the game instead of Metal Gear Online? Yu Sahara: The remake features significantly enhanced graphics, so we explored various online modes that aligned with these improvements. We decided to focus on stealth, sneaking, and survival, since those are also the key pillars of the main game. We landed on a concept that is based on hide-and-seek, that is classic Metal Gear, while also being reminiscent of the stealth missions featured in the earlier MGO. Can players earn rewards by playing the Fox Hunt mode? Sahara: While there are no items that can be transferred to the main game, players can unlock rewards like new camouflage options by playing Fox Hunt multiple times. Were there any challenges or specific areas of focus while remaking Snake vs Monkey mode? Taiga Ishigami: Our main goal was to make Pipo Monkey even more charming, cute, and entertaining. We developed new character actions, including the “Gotcha!” motion, and each animation and sound effect were carefully reviewed to ensure it captured Pipo Monkey’s personality. If anything felt off, we made changes right away. I heard the new Snake vs Monkey mode features an Astro Bot collab. Ishigami: Yes, a couple of bots from the Astro Bot game will make an appearance, and you can capture them just like the Pipo Monkeys. Capturing these bots isn’t required to finish the levels, but you’ll receive unique rewards if you do. Depending on the level, either a standard bot or a Pipo Monkey bot will be hidden away, so be sure to keep an eye out for them. ​​ Do you have any final words for new players as well as longtime fans of the original game? Okamura: I rarely cry when playing games, but I remember bawling my eyes out while playing the original Metal Gear Solid 3. The development of Metal Gear Solid Delta: Snake Eater was driven by our goal to faithfully capture the impact and thrill that players felt two decades ago. Metal Gear Solid 3 is the ultimate example of storytelling in games, and having dreamed of making a game like this, I now feel a sense of fulfillment. I hope everyone enjoys the story as much as I do. Metal Gear Solid Delta: Snake Eater arrives on PS5 on August 28.  Read a new hands-on report with the game. #metal #gear #solid #delta #snake
    Metal Gear Solid Delta: Snake Eater developer interview
    blog.playstation.com
    Metal Gear Solid Delta: Snake Eater, launching August 28 on PlayStation 5, is a remake of the 2004 PlayStation 2 classic, Metal Gear Solid 3: Snake Eater. I had a conversation with the developers during a Tokyo press event to discuss the upcoming remake and its development process.  ​​ Faithfully replicating the thrill and impact of the original PlayStation Blog: How important was it to your team to create a game that stayed true to the original? Noriaki Okamura (Metal Gear Series Producer): We began this project with the intention of bringing a 20-year-old game to the present day. While we updated the graphics and certain game mechanics to ensure today’s players could fully enjoy the experience, we wanted to stay true to the original as much as possible. What challenges did your team face during development, and what specific adjustments were implemented? Okamura: I had no intention of altering the original story, so I insisted that we can just update the game graphics. Korekado disagreed and warned me that that approach will not work, but I initially had the team re-create the game just with new character models. Although the graphics improved, they appeared doll-like and unrealistic, so I finally realized that my plan was inadequate. Yuji Korekado (Creative Producer): We began by reworking the animation and game mechanics. We implemented animation programming that didn’t exist two decades ago to make the game more realistic, but that also meant we couldn’t reproduce the original game mechanics. Metal Gear is a stealth game, so it’s crucial for players to be able to make precise movements. We put in a lot of effort to replicate the same feel as the original, while maintaining realism. Are there any areas of the game that you wanted to recreate as faithfully as possible? Korekado: We made sure that the jungle looked as realistic as possible. We devoted a lot of time modeling every fine detail like leaves, grass, and moss covering the ground. Since the perspective shifts along with the character’s movements, players will get a closer look at the ground when they’re crouching or crawling. To make sure the environment was immersive from every angle, we carefully crafted every element with great precision. ​​ Have any enhancements been made compared to the original PS2 version? Korekado: We enhanced the visuals to be more intuitive. Thanks to increased memory and much faster speeds the user experience has improved significantly, including faster transitions to the Survival Viewer or having a quick menu to swap uniforms. On top of that, the audio improvements are remarkable. Sound absorption rates vary depending on the materials of the walls and floors, which allows players to detect enemies behind walls or nearby animals intuitively. In areas like caves and long corridors, unique echo parameters help distinguish different environments, which I think is a major advancement for stealth gameplay. Extra content for players to enjoy diverse gameplay The remake features Fox Hunt, a new online multiplayer mode. Why did you include this in the game instead of Metal Gear Online (MGO)? Yu Sahara (Fox Hunt Director): The remake features significantly enhanced graphics, so we explored various online modes that aligned with these improvements. We decided to focus on stealth, sneaking, and survival, since those are also the key pillars of the main game. We landed on a concept that is based on hide-and-seek, that is classic Metal Gear, while also being reminiscent of the stealth missions featured in the earlier MGO. Can players earn rewards by playing the Fox Hunt mode? Sahara: While there are no items that can be transferred to the main game, players can unlock rewards like new camouflage options by playing Fox Hunt multiple times. Were there any challenges or specific areas of focus while remaking Snake vs Monkey mode? Taiga Ishigami (Planner): Our main goal was to make Pipo Monkey even more charming, cute, and entertaining. We developed new character actions, including the “Gotcha!” motion, and each animation and sound effect were carefully reviewed to ensure it captured Pipo Monkey’s personality. If anything felt off, we made changes right away. I heard the new Snake vs Monkey mode features an Astro Bot collab. Ishigami: Yes, a couple of bots from the Astro Bot game will make an appearance, and you can capture them just like the Pipo Monkeys. Capturing these bots isn’t required to finish the levels, but you’ll receive unique rewards if you do. Depending on the level, either a standard bot or a Pipo Monkey bot will be hidden away, so be sure to keep an eye out for them. ​​ Do you have any final words for new players as well as longtime fans of the original game? Okamura: I rarely cry when playing games, but I remember bawling my eyes out while playing the original Metal Gear Solid 3. The development of Metal Gear Solid Delta: Snake Eater was driven by our goal to faithfully capture the impact and thrill that players felt two decades ago. Metal Gear Solid 3 is the ultimate example of storytelling in games, and having dreamed of making a game like this, I now feel a sense of fulfillment. I hope everyone enjoys the story as much as I do. Metal Gear Solid Delta: Snake Eater arrives on PS5 on August 28.  Read a new hands-on report with the game.
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  • Recreating a One Piece Shot - in Blender

    Noggi took on the task to recreate an 'impossible' shot from One Piece. He shows all the steps which include tedious shape key creation, setting up lighting for individual elements and of course Grease Penci animation!
    Source
    #recreating #one #piece #shot #blender
    Recreating a One Piece Shot - in Blender
    Noggi took on the task to recreate an 'impossible' shot from One Piece. He shows all the steps which include tedious shape key creation, setting up lighting for individual elements and of course Grease Penci animation! Source #recreating #one #piece #shot #blender
    Recreating a One Piece Shot - in Blender
    www.blendernation.com
    Noggi took on the task to recreate an 'impossible' shot from One Piece. He shows all the steps which include tedious shape key creation, setting up lighting for individual elements and of course Grease Penci animation! Source
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  • NBA 2K26: Hands-on report and PS5 bundle details, launching September 5

    The official start of the season may be two months away, but basketball is back with NBA 2K26 hitting PS5 and PS4 September 5. The latest entry brings a new gameplay system powered by machine learning, studying today’s superstars, and fun pick-up and play options. 2K invited me to go hands-on with the game  before it launches September 5 on PS5, and I’m here to share what I learned on the court.

    Also launching starting on September 5 in select markets is the PlayStation 5 Console – NBA 2K26 Bundle. Read on for full details

    Better ball

    2K26 puts considerable effort into improving both sides of the floor, with notable offensive and defensive enhancements. New machine-learning technology helps capture the fundamentals of the game. While playing, I noticed players would run and get set by firmly planting their feet, instead of a gliding effect. While driving into the paint, they would also stop and accurately respond to a defender in their lane. These details add a realistic weight to the sport.

    Enhanced Rhythm Shooting

    You can still flick down-up on the right analog stick or simply press square to start your shooting motion, then release at the correct timing for the individual player’s shoot release. However, now the tempo of the play, like in real life, affects your shot. When a good defender bogged me down, I could quickly release my shot and intentionally release it early for a decisive bucket. With a high basketball IQ, any shot has the potential to be a good shot. 

    Defensive battles

    Players can swing a game in their favor if the shots aren’t falling, thanks to new improvements centered around real-world tactics. Around the player’s feet, you will see new Rebound Timing Feedback as a green meter that will flash to indicate a well-timed rebound. Learning Chet Holmgren’s rebound timing made me nearly unstoppable under the rim and made me focus on an aspect of the game I had neglected before. 

    Collisions and interior defense both benefit from a revamped system-driven tech that allows for more real-time interactions instead of scripted mocap animations. If you want to stop a fast break or crowd the lane, players will stop, adjust, and even collide realistically. The game rewards paying attention to the action when the ball isn’t in your hand.

    Arena atmosphere

    The devs also upgraded the game spectacle during downtime and timeouts with new crowd variety, interactions, and on-court performances. Cheerleader routines and mascot antics are fun, but my favorite by far was the dance cam. These moments captured the feel of attending a game live and the sense of community that attending a sporting event can create.

    MyTEAM updates 

    MyTEAM has received a significant remodel with Triple Threat Park turning Sunset Beach into a nighttime venue. Players are greeted with neon lights, fireworks, and other details that can only be appreciated after dark. Pulling cards and collecting players has also become an even bigger spectacle with dramatic reveals and added flair.  

    The biggest change to MyTEAM is that WNBA players join the action for the first time in series history. Newcomers like Angel Reese and Caitlin Clark take to the hardwood along with legends like Lisa Leslie. Attributes and Badges are identical for all players, no matter what league they hail from. Also, there is a WNBA Domination tier where your squad will be exclusively WNBA players as you challenge teams to earn Domination stars and crests. 

    Another first is 2v2 games in Triple Threat Park. Two half courts have been added in the middle of the street, where you can run your favorite two-person team-ups. The park also features four 3v3 courts, including a new option with a beach backdrop, and three 3v3 courts for 6-player co-op matches. These games capture the essence of streetball, featuring players calling their fouls, checking the ball at midcourt, and engaging in some lively trash talk—a great way to mix and match your favorite ball players and have some quick, high-energy games. 

    All-Star Team Up is now part of MyTEAM, where 10 players duke it out in 5v5 co-op matches. Take your favorite NBA or WNBA players for some very high-level play where being a good role player is the key to success. Earn individual rewards with the new Season Ladder and earn rewards as a team by winning matches. Find the right chemistry with your teammates, because for every five games you win with the same team lineup, everyone will receive rewards, even if the wins aren’t consecutive. 

    Discover all the new enhancements coming to the court when NBA 2K 26 launches September 5 on PS5.

    Vertical Stand sold separately

    PS5 Console – NBA 2K26 Bundle

    We’re pleased to announce the PlayStation 5 Console – NBA 2K26 Bundle is launching in select markets starting September 5. Release dates and availability may vary by region, please check direct.playstation.com where available or your local retailer for availability and release dates.

    Players can feel the on-the-court immersion made possible by the DualSense wireless controller’s haptic feedback and adaptive triggers. Experience NBA 2K26’s authenticity with lifelike animations, heightened player fidelity and authentic atmosphere with 4K resolution*, and enjoy shortened load times and return to the action faster with the PS5 console’s high-speed SSD.

    Bundle includes a PlayStation 5 console, DualSense wireless controller, and a digital voucher** for NBA 2K26 Standard Edition.

    With a robust focus on features and the game aspects that don’t rely on the players, it’s great to play and watch. No matter your height, you should hit the court when NBA 2K26 comes to PS5 and PS4 on September 5.

    *4K and HDR require a 4K and HDR compatible TV or display.

    **Account for PlayStation and internet connection required to redeem voucher
    #nba #2k26 #handson #report #ps5
    NBA 2K26: Hands-on report and PS5 bundle details, launching September 5
    The official start of the season may be two months away, but basketball is back with NBA 2K26 hitting PS5 and PS4 September 5. The latest entry brings a new gameplay system powered by machine learning, studying today’s superstars, and fun pick-up and play options. 2K invited me to go hands-on with the game  before it launches September 5 on PS5, and I’m here to share what I learned on the court. Also launching starting on September 5 in select markets is the PlayStation 5 Console – NBA 2K26 Bundle. Read on for full details Better ball 2K26 puts considerable effort into improving both sides of the floor, with notable offensive and defensive enhancements. New machine-learning technology helps capture the fundamentals of the game. While playing, I noticed players would run and get set by firmly planting their feet, instead of a gliding effect. While driving into the paint, they would also stop and accurately respond to a defender in their lane. These details add a realistic weight to the sport. Enhanced Rhythm Shooting You can still flick down-up on the right analog stick or simply press square to start your shooting motion, then release at the correct timing for the individual player’s shoot release. However, now the tempo of the play, like in real life, affects your shot. When a good defender bogged me down, I could quickly release my shot and intentionally release it early for a decisive bucket. With a high basketball IQ, any shot has the potential to be a good shot.  Defensive battles Players can swing a game in their favor if the shots aren’t falling, thanks to new improvements centered around real-world tactics. Around the player’s feet, you will see new Rebound Timing Feedback as a green meter that will flash to indicate a well-timed rebound. Learning Chet Holmgren’s rebound timing made me nearly unstoppable under the rim and made me focus on an aspect of the game I had neglected before.  Collisions and interior defense both benefit from a revamped system-driven tech that allows for more real-time interactions instead of scripted mocap animations. If you want to stop a fast break or crowd the lane, players will stop, adjust, and even collide realistically. The game rewards paying attention to the action when the ball isn’t in your hand. Arena atmosphere The devs also upgraded the game spectacle during downtime and timeouts with new crowd variety, interactions, and on-court performances. Cheerleader routines and mascot antics are fun, but my favorite by far was the dance cam. These moments captured the feel of attending a game live and the sense of community that attending a sporting event can create. MyTEAM updates  MyTEAM has received a significant remodel with Triple Threat Park turning Sunset Beach into a nighttime venue. Players are greeted with neon lights, fireworks, and other details that can only be appreciated after dark. Pulling cards and collecting players has also become an even bigger spectacle with dramatic reveals and added flair.   The biggest change to MyTEAM is that WNBA players join the action for the first time in series history. Newcomers like Angel Reese and Caitlin Clark take to the hardwood along with legends like Lisa Leslie. Attributes and Badges are identical for all players, no matter what league they hail from. Also, there is a WNBA Domination tier where your squad will be exclusively WNBA players as you challenge teams to earn Domination stars and crests.  Another first is 2v2 games in Triple Threat Park. Two half courts have been added in the middle of the street, where you can run your favorite two-person team-ups. The park also features four 3v3 courts, including a new option with a beach backdrop, and three 3v3 courts for 6-player co-op matches. These games capture the essence of streetball, featuring players calling their fouls, checking the ball at midcourt, and engaging in some lively trash talk—a great way to mix and match your favorite ball players and have some quick, high-energy games.  All-Star Team Up is now part of MyTEAM, where 10 players duke it out in 5v5 co-op matches. Take your favorite NBA or WNBA players for some very high-level play where being a good role player is the key to success. Earn individual rewards with the new Season Ladder and earn rewards as a team by winning matches. Find the right chemistry with your teammates, because for every five games you win with the same team lineup, everyone will receive rewards, even if the wins aren’t consecutive.  Discover all the new enhancements coming to the court when NBA 2K 26 launches September 5 on PS5. Vertical Stand sold separately PS5 Console – NBA 2K26 Bundle We’re pleased to announce the PlayStation 5 Console – NBA 2K26 Bundle is launching in select markets starting September 5. Release dates and availability may vary by region, please check direct.playstation.com where available or your local retailer for availability and release dates. Players can feel the on-the-court immersion made possible by the DualSense wireless controller’s haptic feedback and adaptive triggers. Experience NBA 2K26’s authenticity with lifelike animations, heightened player fidelity and authentic atmosphere with 4K resolution*, and enjoy shortened load times and return to the action faster with the PS5 console’s high-speed SSD. Bundle includes a PlayStation 5 console, DualSense wireless controller, and a digital voucher** for NBA 2K26 Standard Edition. With a robust focus on features and the game aspects that don’t rely on the players, it’s great to play and watch. No matter your height, you should hit the court when NBA 2K26 comes to PS5 and PS4 on September 5. *4K and HDR require a 4K and HDR compatible TV or display. **Account for PlayStation and internet connection required to redeem voucher #nba #2k26 #handson #report #ps5
    NBA 2K26: Hands-on report and PS5 bundle details, launching September 5
    blog.playstation.com
    The official start of the season may be two months away, but basketball is back with NBA 2K26 hitting PS5 and PS4 September 5. The latest entry brings a new gameplay system powered by machine learning, studying today’s superstars, and fun pick-up and play options. 2K invited me to go hands-on with the game  before it launches September 5 on PS5, and I’m here to share what I learned on the court. Also launching starting on September 5 in select markets is the PlayStation 5 Console – NBA 2K26 Bundle. Read on for full details Better ball 2K26 puts considerable effort into improving both sides of the floor, with notable offensive and defensive enhancements. New machine-learning technology helps capture the fundamentals of the game. While playing, I noticed players would run and get set by firmly planting their feet, instead of a gliding effect. While driving into the paint, they would also stop and accurately respond to a defender in their lane. These details add a realistic weight to the sport. Enhanced Rhythm Shooting You can still flick down-up on the right analog stick or simply press square to start your shooting motion, then release at the correct timing for the individual player’s shoot release. However, now the tempo of the play, like in real life, affects your shot. When a good defender bogged me down, I could quickly release my shot and intentionally release it early for a decisive bucket. With a high basketball IQ, any shot has the potential to be a good shot.  Defensive battles Players can swing a game in their favor if the shots aren’t falling, thanks to new improvements centered around real-world tactics. Around the player’s feet, you will see new Rebound Timing Feedback as a green meter that will flash to indicate a well-timed rebound. Learning Chet Holmgren’s rebound timing made me nearly unstoppable under the rim and made me focus on an aspect of the game I had neglected before.  Collisions and interior defense both benefit from a revamped system-driven tech that allows for more real-time interactions instead of scripted mocap animations. If you want to stop a fast break or crowd the lane, players will stop, adjust, and even collide realistically. The game rewards paying attention to the action when the ball isn’t in your hand. Arena atmosphere The devs also upgraded the game spectacle during downtime and timeouts with new crowd variety, interactions, and on-court performances. Cheerleader routines and mascot antics are fun, but my favorite by far was the dance cam. These moments captured the feel of attending a game live and the sense of community that attending a sporting event can create. MyTEAM updates  MyTEAM has received a significant remodel with Triple Threat Park turning Sunset Beach into a nighttime venue. Players are greeted with neon lights, fireworks, and other details that can only be appreciated after dark. Pulling cards and collecting players has also become an even bigger spectacle with dramatic reveals and added flair.   The biggest change to MyTEAM is that WNBA players join the action for the first time in series history. Newcomers like Angel Reese and Caitlin Clark take to the hardwood along with legends like Lisa Leslie. Attributes and Badges are identical for all players, no matter what league they hail from. Also, there is a WNBA Domination tier where your squad will be exclusively WNBA players as you challenge teams to earn Domination stars and crests.  Another first is 2v2 games in Triple Threat Park. Two half courts have been added in the middle of the street, where you can run your favorite two-person team-ups. The park also features four 3v3 courts, including a new option with a beach backdrop, and three 3v3 courts for 6-player co-op matches. These games capture the essence of streetball, featuring players calling their fouls, checking the ball at midcourt, and engaging in some lively trash talk—a great way to mix and match your favorite ball players and have some quick, high-energy games.  All-Star Team Up is now part of MyTEAM, where 10 players duke it out in 5v5 co-op matches. Take your favorite NBA or WNBA players for some very high-level play where being a good role player is the key to success. Earn individual rewards with the new Season Ladder and earn rewards as a team by winning matches. Find the right chemistry with your teammates, because for every five games you win with the same team lineup, everyone will receive rewards, even if the wins aren’t consecutive.  Discover all the new enhancements coming to the court when NBA 2K 26 launches September 5 on PS5. Vertical Stand sold separately PS5 Console – NBA 2K26 Bundle We’re pleased to announce the PlayStation 5 Console – NBA 2K26 Bundle is launching in select markets starting September 5. Release dates and availability may vary by region, please check direct.playstation.com where available or your local retailer for availability and release dates. Players can feel the on-the-court immersion made possible by the DualSense wireless controller’s haptic feedback and adaptive triggers. Experience NBA 2K26’s authenticity with lifelike animations, heightened player fidelity and authentic atmosphere with 4K resolution*, and enjoy shortened load times and return to the action faster with the PS5 console’s high-speed SSD. Bundle includes a PlayStation 5 console, DualSense wireless controller, and a digital voucher** for NBA 2K26 Standard Edition. With a robust focus on features and the game aspects that don’t rely on the players, it’s great to play and watch. No matter your height, you should hit the court when NBA 2K26 comes to PS5 and PS4 on September 5. *4K and HDR require a 4K and HDR compatible TV or display. **Account for PlayStation and internet connection required to redeem voucher
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  • Joseph Jegede’s Journey into Environment Art &amp; Approach to the Emperia x 80 Level Contest

    IntroductionHello, I am Joseph Jegede, born in Nigeria, lived and studied in London, which is also where I started my career as a games developer. Before my game dev career, I was making websites and graphic designs as a hobby but felt an urge to make static images animated and respond to user input. I studied Computer Science at London Metropolitan University for my bachelor’s degree.I worked at Tivola Publishing GmbH, where we developed:Wildshade: Unicorn ChampionsConsole Trailer: YouTubeWildshade Fantasy Horse RacesiOS: App StoreAndroid: Google PlayThis project was initially developed for mobile platforms and was later ported to consoles, which recently launched.I also worked on a personal mobile game project:Shooty GunRelease Date: May 17, 2024PlayBecoming an Environment ArtistWith the release of Unreal Engine 5, the ease of creating and sculpting terrain, then using blueprints to quickly add responsive grass, dirt, and rock materials to my levels, made environment art very enticing and accessible for me. Being a programmer, I often felt the urge to explore more aspects of game development, since the barrier of entry has been completely shattered.I wouldn’t consider myself a full-blown artist just yet. I first learned Blender to build some basic 3D models. We can call it “programmer art” – just enough to get a prototype playable.The main challenges were that most 3D software required subscriptions, which wasn't ideal for someone just learning without commercial intent. Free trials helped at first, but I eventually ran out of emails to renew them. Blender was difficult to grasp initially, but I got through it with the help of countless YouTube tutorials.Whenever I wanted to build a model for a prototype, I would find a tutorial making something similar and follow along.On YouTube, I watched and subscribed to Stylized Station. I also browsed ArtStation regularly for references and inspiration for the types of levels I wanted to build.Environment art was a natural next step in my game dev journey. While I could program gameplay and other systems, I lacked the ability to build engaging levels to make my games feel polished. In the kinds of games I want to create, players will spend most of their time exploring environments. They need to look good and contain landmarks that resonate with the player.My main sources of inspiration are games I’ve played. Sometimes I want to recreate the worlds I've explored. I often return to ArtStation for inspiration and references.Deep Dive Into Art-To-Experience Contest's SubmissionThe project I submitted was originally made for the 80 Level x Emperia contest. Most of the assets were provided as part of the contest.The main character was created in Blender, and the enemy model was a variant of the main character with some minor changes and costume modifications. Animations were sourced from Mixamo and imported into Unreal Engine 5. Texturing and painting were done in Adobe Substance 3D Painter, and materials were created in UE5 from exported textures.Before creating the scene in UE5, I gathered references from ArtStation and Google Images. These were used to sculpt a terrain heightmap. Once the level’s starting point and boss area were defined, I added bamboo trees and planned walkable paths around the map.I created models in Blender and exported them to Substance 3D Painter. Using the Auto UV Unwrap tool, I prepared the models for texturing. Once painted, I exported the textures and applied them to the models in UE5. This workflow was smooth and efficient.In UE5, I converted any assets for level placement into foliage types. This allowed for both random distribution and precise placement using the foliage painter tool, which sped up design significantly.UE5 lighting looked great out-of-the-box. I adjusted the directional light, fog, and shadows to craft a forest atmosphere using the built-in day/night system.I was able to use Emperia's Creator Tools plug-in to set up my scene. The great thing about the tutorial is that it's interactive - as I complete the steps in the UE5 editor, the tutorial window updates and reassures me that I’ve completed the task correctly. This made the setup process easier and faster. Setting up panoramas was also simple - pretty much drag and drop.Advice For BeginnersOne major issue is the rise of AI tools that generate environment art. These tools may discourage beginners who fear they can’t compete. If people stop learning because they think AI will always outperform them, the industry may suffer a creativity drought.My advice to beginners:Choose a game engine you’re comfortable with – Unreal Engine, Unity, etc.Make your idea exist first, polish later. Use free assets from online stores to prototype.Focus on creating game levels with available resources. The important part is getting your world out of your head and into a playable form.Share your work with a community when you're happy with it.Have fun creating your environment – if you enjoy it, others likely will too.Joseph Jegede, Game DeveloperInterview conducted by Theodore McKenzie
    #joseph #jegedes #journey #into #environment
    Joseph Jegede’s Journey into Environment Art &amp; Approach to the Emperia x 80 Level Contest
    IntroductionHello, I am Joseph Jegede, born in Nigeria, lived and studied in London, which is also where I started my career as a games developer. Before my game dev career, I was making websites and graphic designs as a hobby but felt an urge to make static images animated and respond to user input. I studied Computer Science at London Metropolitan University for my bachelor’s degree.I worked at Tivola Publishing GmbH, where we developed:Wildshade: Unicorn ChampionsConsole Trailer: YouTubeWildshade Fantasy Horse RacesiOS: App StoreAndroid: Google PlayThis project was initially developed for mobile platforms and was later ported to consoles, which recently launched.I also worked on a personal mobile game project:Shooty GunRelease Date: May 17, 2024PlayBecoming an Environment ArtistWith the release of Unreal Engine 5, the ease of creating and sculpting terrain, then using blueprints to quickly add responsive grass, dirt, and rock materials to my levels, made environment art very enticing and accessible for me. Being a programmer, I often felt the urge to explore more aspects of game development, since the barrier of entry has been completely shattered.I wouldn’t consider myself a full-blown artist just yet. I first learned Blender to build some basic 3D models. We can call it “programmer art” – just enough to get a prototype playable.The main challenges were that most 3D software required subscriptions, which wasn't ideal for someone just learning without commercial intent. Free trials helped at first, but I eventually ran out of emails to renew them. Blender was difficult to grasp initially, but I got through it with the help of countless YouTube tutorials.Whenever I wanted to build a model for a prototype, I would find a tutorial making something similar and follow along.On YouTube, I watched and subscribed to Stylized Station. I also browsed ArtStation regularly for references and inspiration for the types of levels I wanted to build.Environment art was a natural next step in my game dev journey. While I could program gameplay and other systems, I lacked the ability to build engaging levels to make my games feel polished. In the kinds of games I want to create, players will spend most of their time exploring environments. They need to look good and contain landmarks that resonate with the player.My main sources of inspiration are games I’ve played. Sometimes I want to recreate the worlds I've explored. I often return to ArtStation for inspiration and references.Deep Dive Into Art-To-Experience Contest's SubmissionThe project I submitted was originally made for the 80 Level x Emperia contest. Most of the assets were provided as part of the contest.The main character was created in Blender, and the enemy model was a variant of the main character with some minor changes and costume modifications. Animations were sourced from Mixamo and imported into Unreal Engine 5. Texturing and painting were done in Adobe Substance 3D Painter, and materials were created in UE5 from exported textures.Before creating the scene in UE5, I gathered references from ArtStation and Google Images. These were used to sculpt a terrain heightmap. Once the level’s starting point and boss area were defined, I added bamboo trees and planned walkable paths around the map.I created models in Blender and exported them to Substance 3D Painter. Using the Auto UV Unwrap tool, I prepared the models for texturing. Once painted, I exported the textures and applied them to the models in UE5. This workflow was smooth and efficient.In UE5, I converted any assets for level placement into foliage types. This allowed for both random distribution and precise placement using the foliage painter tool, which sped up design significantly.UE5 lighting looked great out-of-the-box. I adjusted the directional light, fog, and shadows to craft a forest atmosphere using the built-in day/night system.I was able to use Emperia's Creator Tools plug-in to set up my scene. The great thing about the tutorial is that it's interactive - as I complete the steps in the UE5 editor, the tutorial window updates and reassures me that I’ve completed the task correctly. This made the setup process easier and faster. Setting up panoramas was also simple - pretty much drag and drop.Advice For BeginnersOne major issue is the rise of AI tools that generate environment art. These tools may discourage beginners who fear they can’t compete. If people stop learning because they think AI will always outperform them, the industry may suffer a creativity drought.My advice to beginners:Choose a game engine you’re comfortable with – Unreal Engine, Unity, etc.Make your idea exist first, polish later. Use free assets from online stores to prototype.Focus on creating game levels with available resources. The important part is getting your world out of your head and into a playable form.Share your work with a community when you're happy with it.Have fun creating your environment – if you enjoy it, others likely will too.Joseph Jegede, Game DeveloperInterview conducted by Theodore McKenzie #joseph #jegedes #journey #into #environment
    Joseph Jegede’s Journey into Environment Art &amp; Approach to the Emperia x 80 Level Contest
    80.lv
    IntroductionHello, I am Joseph Jegede, born in Nigeria, lived and studied in London, which is also where I started my career as a games developer. Before my game dev career, I was making websites and graphic designs as a hobby but felt an urge to make static images animated and respond to user input. I studied Computer Science at London Metropolitan University for my bachelor’s degree.I worked at Tivola Publishing GmbH, where we developed:Wildshade: Unicorn Champions (PlayStation, Xbox, Nintendo Switch)Console Trailer: YouTubeWildshade Fantasy Horse Races (iOS, Android)iOS: App StoreAndroid: Google PlayThis project was initially developed for mobile platforms and was later ported to consoles, which recently launched.I also worked on a personal mobile game project:Shooty GunRelease Date: May 17, 2024PlayBecoming an Environment ArtistWith the release of Unreal Engine 5, the ease of creating and sculpting terrain, then using blueprints to quickly add responsive grass, dirt, and rock materials to my levels, made environment art very enticing and accessible for me. Being a programmer, I often felt the urge to explore more aspects of game development, since the barrier of entry has been completely shattered.I wouldn’t consider myself a full-blown artist just yet. I first learned Blender to build some basic 3D models. We can call it “programmer art” – just enough to get a prototype playable.The main challenges were that most 3D software required subscriptions, which wasn't ideal for someone just learning without commercial intent. Free trials helped at first, but I eventually ran out of emails to renew them. Blender was difficult to grasp initially, but I got through it with the help of countless YouTube tutorials.Whenever I wanted to build a model for a prototype, I would find a tutorial making something similar and follow along.On YouTube, I watched and subscribed to Stylized Station. I also browsed ArtStation regularly for references and inspiration for the types of levels I wanted to build.Environment art was a natural next step in my game dev journey. While I could program gameplay and other systems, I lacked the ability to build engaging levels to make my games feel polished. In the kinds of games I want to create, players will spend most of their time exploring environments. They need to look good and contain landmarks that resonate with the player.My main sources of inspiration are games I’ve played. Sometimes I want to recreate the worlds I've explored. I often return to ArtStation for inspiration and references.Deep Dive Into Art-To-Experience Contest's SubmissionThe project I submitted was originally made for the 80 Level x Emperia contest. Most of the assets were provided as part of the contest.The main character was created in Blender, and the enemy model was a variant of the main character with some minor changes and costume modifications. Animations were sourced from Mixamo and imported into Unreal Engine 5. Texturing and painting were done in Adobe Substance 3D Painter, and materials were created in UE5 from exported textures.Before creating the scene in UE5, I gathered references from ArtStation and Google Images. These were used to sculpt a terrain heightmap. Once the level’s starting point and boss area were defined, I added bamboo trees and planned walkable paths around the map.I created models in Blender and exported them to Substance 3D Painter. Using the Auto UV Unwrap tool, I prepared the models for texturing. Once painted, I exported the textures and applied them to the models in UE5. This workflow was smooth and efficient.In UE5, I converted any assets for level placement into foliage types. This allowed for both random distribution and precise placement using the foliage painter tool, which sped up design significantly.UE5 lighting looked great out-of-the-box. I adjusted the directional light, fog, and shadows to craft a forest atmosphere using the built-in day/night system.I was able to use Emperia's Creator Tools plug-in to set up my scene. The great thing about the tutorial is that it's interactive - as I complete the steps in the UE5 editor, the tutorial window updates and reassures me that I’ve completed the task correctly. This made the setup process easier and faster. Setting up panoramas was also simple - pretty much drag and drop.Advice For BeginnersOne major issue is the rise of AI tools that generate environment art. These tools may discourage beginners who fear they can’t compete. If people stop learning because they think AI will always outperform them, the industry may suffer a creativity drought.My advice to beginners:Choose a game engine you’re comfortable with – Unreal Engine, Unity, etc.Make your idea exist first, polish later. Use free assets from online stores to prototype.Focus on creating game levels with available resources. The important part is getting your world out of your head and into a playable form.Share your work with a community when you're happy with it.Have fun creating your environment – if you enjoy it, others likely will too.Joseph Jegede, Game DeveloperInterview conducted by Theodore McKenzie
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