• أخي أو أختي، تخيلوا معايا شاب كان يحس روحو في السماء وهو يقود BMW M3 Competition تاع باباه... لكن المفاجأة كانت قاسية!

    المقال يتحدث عن واحد P-plater، يعني جديد في السياقة، اقترض السيارة الفخمة وتلقى غرامات تزيد عن 1000 دولار، وزيد رايح يواجه توقيف للرخصة تاعو. بصراحة، شحال من مرة شفنا شباب يحبو يبرهو بالسيارات الفاخرة، لكن هل فعلاً يعرفو القوانين اللي تحكم السواقة في البلاد؟

    في رأيي، هذي حالة تعلّم قاسية، لكن ضرورية. شخصياً، كانت لي تجربة مشابهة لما جربت قيادة سيارة صديق، وعرفت شحال لازم نكون واعي بالقوانين والمخاطر.

    لازم نكونو حذرين، خاصة مع السيارات القوية! لكن، كيفاش نقدروا نتعلمو من الأخطاء هذي باش ما نكرّروش؟

    https://www.carexpert.com.au/car-news/teen-learns-bmw-m3-competition-isnt-p-plate-eligible
    🚗 أخي أو أختي، تخيلوا معايا شاب كان يحس روحو في السماء وهو يقود BMW M3 Competition تاع باباه... لكن المفاجأة كانت قاسية! 💸 المقال يتحدث عن واحد P-plater، يعني جديد في السياقة، اقترض السيارة الفخمة وتلقى غرامات تزيد عن 1000 دولار، وزيد رايح يواجه توقيف للرخصة تاعو. بصراحة، شحال من مرة شفنا شباب يحبو يبرهو بالسيارات الفاخرة، لكن هل فعلاً يعرفو القوانين اللي تحكم السواقة في البلاد؟ في رأيي، هذي حالة تعلّم قاسية، لكن ضرورية. شخصياً، كانت لي تجربة مشابهة لما جربت قيادة سيارة صديق، وعرفت شحال لازم نكون واعي بالقوانين والمخاطر. لازم نكونو حذرين، خاصة مع السيارات القوية! لكن، كيفاش نقدروا نتعلمو من الأخطاء هذي باش ما نكرّروش؟ https://www.carexpert.com.au/car-news/teen-learns-bmw-m3-competition-isnt-p-plate-eligible
    www.carexpert.com.au
    A P-plater who borrowed his dad's BMW M3 Competition has copped over $1000 in fines and is facing a licence suspension.
    Like
    Love
    Wow
    Angry
    Sad
    243
    · 1 Commentaires ·0 Parts
  • 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.
    Like
    Love
    Wow
    Sad
    Angry
    1KB
    · 2 Commentaires ·0 Parts
  • Ubisoft CEO summoned to court in harassment case

    CW: This article contains mentions of sexual abuseUbisoft CEO Yves Guillemot has been summoned to appear before the Bobigny District Court on October 1.Via the French news network BFM TV, the company received a subpoena from the Solidaires Informatiques union and four other individuals. This is in relation to the harassment allegations against three former Ubisoft executives during court hearings back in June.A month later, the French court sentenced three former Ubisoft executives to suspended prison terms, with charges including sexual assault and "enabling a culture of sexual and psychological harassment."Specifically, the convictions entail former editorial vice president Thomas François, who was convicted on a charge of attempted sexual assault was handed a suspended three-year term. Former chief creative officer Serge Hascoët was given an 18-month suspended sentence, while former games director Gillaume Patrux received a 12-month suspended sentence.In a statement provided by Ubisoft, a spokesperson said the civil parties and facts are the same as those involved and judged by the court this past June, following an investigation by the Public Prosecutor's Office.The spokesperson also noted that, after that investigation, and "contrary to the civil parties' requests," the Public Prosecutor's Office decided that there were "no grounds to initiate criminal proceedings against Ubisoft or its management," a decision it "confirmed during its closing arguments at the hearing last June."Related:Ubisoft says protecting physical and moral integrity of employees is its 'top priority'The statement goes on to say that Ubisoft will continue to cooperate with the justice system in this matter, "as it has done over the past five years in the review of the facts" related to this case.“Our top priority is to ensure the absolute protection of the physical and moral integrity of its employees, through a policy of prevention and zero tolerance with regard to sexual or moral harassment, sexist behavior, assault, insult, or discrimination of any kind,” Ubisoft executive vice president Cecile Russeil stated.The hearings took place over four days at the beginning of June. As reported by The Guardian, the court was told how the aforementioned Ubisoft executives frequently abused their power to harass and bully employees.The women who previously worked at Ubisoft described how they were subjected to constant comments about sex and their bodies, made to endure sexist and homophobic jokes, and touched physically without consent.Related:During the hearings, François, Hascoët, and Patrux denied all charges. State prosecutor Antoine Haushalter, however, said the case revealed "overwhelming" evidence of harassment within Ubisoft and claimed the video game industry has "systemic" issues with sexism and abuse.The news comes a month after Ubisoft confirmed it laid off 19 people at Ubisoft Red Storm. The redundancies happened four months after securing a billion investment from Tencent, and they followed hundreds of job cuts and studio closures over the past year. At the beginning of the year, Ubisoft said it must take "decisive steps" to reshape its business and "drive significant cost reductions."
    #ubisoft #ceo #summoned #court #harassment
    Ubisoft CEO summoned to court in harassment case
    CW: This article contains mentions of sexual abuseUbisoft CEO Yves Guillemot has been summoned to appear before the Bobigny District Court on October 1.Via the French news network BFM TV, the company received a subpoena from the Solidaires Informatiques union and four other individuals. This is in relation to the harassment allegations against three former Ubisoft executives during court hearings back in June.A month later, the French court sentenced three former Ubisoft executives to suspended prison terms, with charges including sexual assault and "enabling a culture of sexual and psychological harassment."Specifically, the convictions entail former editorial vice president Thomas François, who was convicted on a charge of attempted sexual assault was handed a suspended three-year term. Former chief creative officer Serge Hascoët was given an 18-month suspended sentence, while former games director Gillaume Patrux received a 12-month suspended sentence.In a statement provided by Ubisoft, a spokesperson said the civil parties and facts are the same as those involved and judged by the court this past June, following an investigation by the Public Prosecutor's Office.The spokesperson also noted that, after that investigation, and "contrary to the civil parties' requests," the Public Prosecutor's Office decided that there were "no grounds to initiate criminal proceedings against Ubisoft or its management," a decision it "confirmed during its closing arguments at the hearing last June."Related:Ubisoft says protecting physical and moral integrity of employees is its 'top priority'The statement goes on to say that Ubisoft will continue to cooperate with the justice system in this matter, "as it has done over the past five years in the review of the facts" related to this case.“Our top priority is to ensure the absolute protection of the physical and moral integrity of its employees, through a policy of prevention and zero tolerance with regard to sexual or moral harassment, sexist behavior, assault, insult, or discrimination of any kind,” Ubisoft executive vice president Cecile Russeil stated.The hearings took place over four days at the beginning of June. As reported by The Guardian, the court was told how the aforementioned Ubisoft executives frequently abused their power to harass and bully employees.The women who previously worked at Ubisoft described how they were subjected to constant comments about sex and their bodies, made to endure sexist and homophobic jokes, and touched physically without consent.Related:During the hearings, François, Hascoët, and Patrux denied all charges. State prosecutor Antoine Haushalter, however, said the case revealed "overwhelming" evidence of harassment within Ubisoft and claimed the video game industry has "systemic" issues with sexism and abuse.The news comes a month after Ubisoft confirmed it laid off 19 people at Ubisoft Red Storm. The redundancies happened four months after securing a billion investment from Tencent, and they followed hundreds of job cuts and studio closures over the past year. At the beginning of the year, Ubisoft said it must take "decisive steps" to reshape its business and "drive significant cost reductions." #ubisoft #ceo #summoned #court #harassment
    Ubisoft CEO summoned to court in harassment case
    www.gamedeveloper.com
    CW: This article contains mentions of sexual abuseUbisoft CEO Yves Guillemot has been summoned to appear before the Bobigny District Court on October 1.Via the French news network BFM TV, the company received a subpoena from the Solidaires Informatiques union and four other individuals. This is in relation to the harassment allegations against three former Ubisoft executives during court hearings back in June.A month later, the French court sentenced three former Ubisoft executives to suspended prison terms, with charges including sexual assault and "enabling a culture of sexual and psychological harassment."Specifically, the convictions entail former editorial vice president Thomas François, who was convicted on a charge of attempted sexual assault was handed a suspended three-year term. Former chief creative officer Serge Hascoët was given an 18-month suspended sentence, while former games director Gillaume Patrux received a 12-month suspended sentence.In a statement provided by Ubisoft, a spokesperson said the civil parties and facts are the same as those involved and judged by the court this past June, following an investigation by the Public Prosecutor's Office.The spokesperson also noted that, after that investigation, and "contrary to the civil parties' requests," the Public Prosecutor's Office decided that there were "no grounds to initiate criminal proceedings against Ubisoft or its management," a decision it "confirmed during its closing arguments at the hearing last June."Related:Ubisoft says protecting physical and moral integrity of employees is its 'top priority'The statement goes on to say that Ubisoft will continue to cooperate with the justice system in this matter, "as it has done over the past five years in the review of the facts" related to this case.“Our top priority is to ensure the absolute protection of the physical and moral integrity of its employees, through a policy of prevention and zero tolerance with regard to sexual or moral harassment, sexist behavior, assault, insult, or discrimination of any kind,” Ubisoft executive vice president Cecile Russeil stated.The hearings took place over four days at the beginning of June. As reported by The Guardian, the court was told how the aforementioned Ubisoft executives frequently abused their power to harass and bully employees.The women who previously worked at Ubisoft described how they were subjected to constant comments about sex and their bodies, made to endure sexist and homophobic jokes, and touched physically without consent.Related:During the hearings, François, Hascoët, and Patrux denied all charges. State prosecutor Antoine Haushalter, however, said the case revealed "overwhelming" evidence of harassment within Ubisoft and claimed the video game industry has "systemic" issues with sexism and abuse.The news comes a month after Ubisoft confirmed it laid off 19 people at Ubisoft Red Storm. The redundancies happened four months after securing a $1.25 billion investment from Tencent, and they followed hundreds of job cuts and studio closures over the past year. At the beginning of the year, Ubisoft said it must take "decisive steps" to reshape its business and "drive significant cost reductions."
    Like
    Love
    Wow
    Sad
    Angry
    624
    · 2 Commentaires ·0 Parts
  • Overwatch 2 Battle Pass Season 18: All Skins, Emotes, And Rewards

    Season 18 of Overwatch 2 has arrived, bringing a new support hero named Wuyang, along with big updates to Stadium, and a new battle pass featuring streetwear skins. Season 18 will also see at least two new crossover events in Overwatch 2, the first of which is already live. Los Angeles Lakers' Luka Dončić is featured in the Play Like Luca event, which features tons of free loot boxes, special Stadium builds for Cassidy, and a special title you can earn, Sharpshooter 77. The next crossover has been announced, with Persona coming to Overwatch 2 later in Season 18.The new battle pass is primarily focused on Streetwear, with Lućio, Pharah, Tracer, and Kiriko all getting Streetwear skins. The battle pass also includes Watermelon Wrecking Ball and Gladiator: LXXVI Soldier 76. The base battle pass costs 1,000 Coins, and includes 80 tiers of rewards, with skins, emotes, player icons, and more. You can also pick up the Ultimate Battle Pass bundle from the store for which includes two exclusive skins--Lily Roadhog and Poolside Wuyang--the premium battle pass, 20 tier skips, and 2,000 Overwatch Coins.Season 18 also marks a few major changes coming to Stadium, Overwatch's MOBA-like competitive mode. This season marks the addition of quick play for Stadium, offering shorter matches without competitive ranking, and three new characters being added to the limited pool, Winston, Brigitte, and Pharah, with Tracer coming later in the season. Below you can see every item in the Overwatch 2 Season 18 battle pass.
    #overwatch #battle #pass #season #all
    Overwatch 2 Battle Pass Season 18: All Skins, Emotes, And Rewards
    Season 18 of Overwatch 2 has arrived, bringing a new support hero named Wuyang, along with big updates to Stadium, and a new battle pass featuring streetwear skins. Season 18 will also see at least two new crossover events in Overwatch 2, the first of which is already live. Los Angeles Lakers' Luka Dončić is featured in the Play Like Luca event, which features tons of free loot boxes, special Stadium builds for Cassidy, and a special title you can earn, Sharpshooter 77. The next crossover has been announced, with Persona coming to Overwatch 2 later in Season 18.The new battle pass is primarily focused on Streetwear, with Lućio, Pharah, Tracer, and Kiriko all getting Streetwear skins. The battle pass also includes Watermelon Wrecking Ball and Gladiator: LXXVI Soldier 76. The base battle pass costs 1,000 Coins, and includes 80 tiers of rewards, with skins, emotes, player icons, and more. You can also pick up the Ultimate Battle Pass bundle from the store for which includes two exclusive skins--Lily Roadhog and Poolside Wuyang--the premium battle pass, 20 tier skips, and 2,000 Overwatch Coins.Season 18 also marks a few major changes coming to Stadium, Overwatch's MOBA-like competitive mode. This season marks the addition of quick play for Stadium, offering shorter matches without competitive ranking, and three new characters being added to the limited pool, Winston, Brigitte, and Pharah, with Tracer coming later in the season. Below you can see every item in the Overwatch 2 Season 18 battle pass. #overwatch #battle #pass #season #all
    Overwatch 2 Battle Pass Season 18: All Skins, Emotes, And Rewards
    www.gamespot.com
    Season 18 of Overwatch 2 has arrived, bringing a new support hero named Wuyang, along with big updates to Stadium, and a new battle pass featuring streetwear skins. Season 18 will also see at least two new crossover events in Overwatch 2, the first of which is already live. Los Angeles Lakers' Luka Dončić is featured in the Play Like Luca event, which features tons of free loot boxes, special Stadium builds for Cassidy, and a special title you can earn, Sharpshooter 77. The next crossover has been announced, with Persona coming to Overwatch 2 later in Season 18.The new battle pass is primarily focused on Streetwear, with Lućio, Pharah, Tracer, and Kiriko all getting Streetwear skins. The battle pass also includes Watermelon Wrecking Ball and Gladiator: LXXVI Soldier 76. The base battle pass costs 1,000 Coins, $10, and includes 80 tiers of rewards, with skins, emotes, player icons, and more. You can also pick up the Ultimate Battle Pass bundle from the store for $40, which includes two exclusive skins--Lily Roadhog and Poolside Wuyang--the premium battle pass, 20 tier skips, and 2,000 Overwatch Coins ($20).Season 18 also marks a few major changes coming to Stadium, Overwatch's MOBA-like competitive mode. This season marks the addition of quick play for Stadium, offering shorter matches without competitive ranking, and three new characters being added to the limited pool, Winston, Brigitte, and Pharah, with Tracer coming later in the season. Below you can see every item in the Overwatch 2 Season 18 battle pass.
    Like
    Love
    Wow
    Angry
    Sad
    632
    · 2 Commentaires ·0 Parts
  • Fur Grooming Techniques For Realistic Stitch In Blender

    IntroductionHi everyone! My name is Oleh Yakushev, and I'm a 3D Artist from Ukraine. My journey into 3D began just three years ago, when I was working as a mobile phone salesperson at a shopping mall. In 2022, during one slow day at work, I noticed a colleague learning Python. We started talking about life goals. I told him I wanted to switch careers, to do something creative, but programming wasn't really my thing.He asked me a simple question: "Well, what do you actually enjoy doing?"I said, "Video games. I love video games. But I don't have time to learn how to make them, I've got a job, a family, and a kid."Then he hit me with something that really shifted my whole perspective."Oleh, do you play games on your PlayStation?"I said, "Of course."He replied, "Then why not take the time you spend playing and use it to learn how to make games?"That moment flipped a switch in my mind. I realized that I did have time, it was just a matter of how I used it. If I really wanted to learn, I could find a way. At the time, I didn't even own a computer. But where there's a will, there's a way: I borrowed my sister's laptop for a month and started following beginner 3D tutorials on YouTube. Every night after work, once my family went to sleep, I'd sit in the kitchen and study. I stayed up until 2 or 3 AM, learning Blender basics. Then I'd sleep for a few hours before waking up at 6 AM to go back to work. That's how I spent my first few months in 3D, studying every single night.3D completely took over my life. During lunch breaks, I watched 3D videos, on the bus, I scrolled through 3D TikToks, at home, I took 3D courses, and the word "3D" just became a constant in my vocabulary.After a few months of learning the basics, I started building my portfolio, which looks pretty funny to me now. But at the time, it was a real sign of how committed I was. Eventually, someone reached out to me through Behance, offering my first freelance opportunity. And thatэs how my journey began, from mall clerk to 3D artist. It's been a tough road, full of burnout, doubts, and late nights... but also full of curiosity, growth, and hope. And I wouldn't trade it for anything.The Stitch ProjectI've loved Stitch since I was a kid. I used to watch the cartoons, play the video games, and he always felt like such a warm, funny, chill, and at the same time, strong character. So once I reached a certain level in 3D, I decided to recreate Stitch.Back then, my skills only allowed me to make him in a stylized cartoonish style, no fur, no complex detailing, no advanced texturing, I just didn't have the experience. Surprisingly, the result turned out pretty decent. Even now, I sometimes get comments that my old Stitch still looks quite cute. Though honestly, I wouldn't say that myself anymore. Two years have passed since I made that first Stitch, it was back in 2023. And in 2025, I decided it was time to challenge myself.At that point, I had just completed an intense grooming course. Grooming always intimidated me, it felt really complex. I avoided it on commercial projects, made a few failed attempts for my portfolio, and overall tried to steer clear of any tasks where grooming was required. But eventually, I found the strength to face it.I pushed myself to learn how to make great fur, and I did. I finally understood how the grooming system works, grasped the logic, the tools, and the workflow. And after finishing the course, I wanted to lock in all that knowledge by creating a full personal project from scratch.So my goal was to make a character from the ground up, where the final stage would be grooming. And without thinking too long, I chose Stitch.First, because I truly love the character. Second, I wanted to clearly see my own progress over the past two years. Third, I needed to put my new skills to the test and find out whether my training had really paid off.ModelingI had a few ideas for how to approach the base mesh for this project. First, to model everything completely from scratch, starting with a sphere. Second, to reuse my old Stitch model and upgrade it.But then an idea struck me: why not test how well AI could handle a base mesh? I gathered some references and tried generating a base mesh using AI, uploading Stitch visuals as a guide. As you can see from the screenshot, the result was far from usable. So I basically ended up doing everything from scratch anyway.So, I went back to basics: digging through ArtStation and Pinterest, collecting references. Since over the last two years, I had not only learned grooming but also completely changed my overall approach to character creation, it was important for me to make a more detailed model, even if much of it would be hidden under fur.The first Stitch was sculpted in Blender, with all the limitations that come with sculpting in it. But since then, I've leveled up significantly and switched to more advanced tools. So this second version of Stitch was born in ZBrush. By the time I started working on this Stitch, ZBrush had already become my second main workspace. I've used it to deliver tons of commercial projects, I work in it almost daily, and most of my portfolio was created using this tool. I found some great reference images showing Stitch's body structure. Among them were official movie references and a stunning high-poly model created by Juan Hernández, a version of Stitch without fur. That model became my primary reference for sculpting.Truth is, Stitch's base form is quite simple, so blocking out the shape didn't take too long. When blocking, I use Blender in combination with ZBrush:I work with primary forms in ZBrushThen check proportions in BlenderFix mistakes, tweak volumes, and refine the silhouetteSince Stitch's shape isn't overly complex, I broke him down into three main sculpting parts:The body: arms, legs, head, and earsThe nose, eyes, and mouth cavityWhile planning the sculpt, I already knew I'd be rigging Stitch, both body and facial rig. So I started sculpting with his mouth open.While studying various references, I noticed something interesting. Stitch from promotional posters, Stitch from the movie, and Stitch as recreated by different artists on ArtStation all look very different from one another. What surprised me the most was how different the promo version of Stitch is compared to the one in the actual movie. They are essentially two separate models:Different proportionsDifferent shapesDifferent texturesEven different fur and overall designThis presented a creative challenge, I had to develop my own take on Stitch's design. Sometimes I liked the way the teeth were done in one version, in another, the eye placement, in another, the fur shape, or the claw design on hands and feet.At first, considering that Stitch is completely covered in fur from head to toe, sculpting his underlying anatomy seemed pointless. I kept asking myself: "Why sculpt muscles and skin detail if everything will be hidden under fur anyway?"But eventually, I found a few solid answers for myself. First, having a defined muscle structure actually makes the fur grooming process easier. That's because fur often follows the flow of muscle lines, so having those muscles helps guide fur direction more accurately across the character's body.Second, it's great anatomy practice, and practice is never a waste. So, I found a solid anatomical reference of Stitch with clearly visible muscle groups and tried to recreate that structure as closely as possible in my own sculpt.In the end, I had to develop a full visual concept by combining elements from multiple versions of Stitch. Through careful reference work and constantly switching between Blender and ZBrush, I gradually, but intentionally, built up the body and overall look of our favorite fluffy alien.Topology & UVsThroughout the sculpting process, I spent quite a bit of time thinking about topology. I was looking for the most balanced solution between quality and production time. Normally, I do manual retopology for my characters, but this time, I knew it would take too much time, and honestly, I didn't have that luxury.So I decided to generate the topology using ZBrush's tools. I split the model into separate parts using Polygroups, assigning individual groups for the ears, the head, the torso, the arms, the legs, and each of Stitch's fingers.With the Polygroups in place, I used ZRemesher with Keep Groups enabled and smoothing on group borders. This gave me a clean and optimized mesh that was perfect for UV unwrapping.Of course, this kind of auto-retopology isn't a full substitute for manual work, but it saved me a huge amount of time, and the quality was still high enough for what I needed. However, there was one tricky issue. Although Stitch looks symmetrical at first glance, his ears are actually asymmetrical. The right ear has a scar on the top, while the left has a scar on the bottomBecause of that, I couldn't just mirror one side in ZBrush without losing those unique features. Here's what I ended up doing: I created a symmetrical model with the right ear, then another symmetrical model with the left ear. I brought both into Blender, detached the left ear from one model, and attached it to the body of the other one. This way, I got a clean, symmetrical base mesh with asymmetrical ears, preserving both topology and detail. And thanks to the clean polygroup-based layout, I was able to unwrap the UVs with nice, even seams and clean islands.When it came to UV mapping, I divided Stitch into two UDIM tiles:The first UDIM includes the head with ears, torso, arms, and legs.The second UDIM contains all the additional parts: teeth, tongue, gums, claws, and noseSince the nose is one of the most important details, I allocated the largest space to it, which helped me to better capture its intricate details.As for the eyes, I used procedural eyes, so there was no need to assign UV space or create a separate UDIM for texturing them. To achieve this, I used the Tiny Eye add-on by tinynocky for Blender, which allows full control over procedural eyes and their parameters.This approach gave me high-quality eyes with customizable elements tailored exactly to my needs. As a result of all these steps, Stitch ended up with a symmetrical, optimized mesh, asymmetrical ears, and the body split across two UDIMs, one for the main body and one for the additional parts.TexturingWhen planning Stitch's texturing, I understood that the main body texture would be fairly simple, with much of the visual detail enhanced by the fur. However, there were some areas that required much more attention than the rest of the body. The textures for Stitch can be roughly divided into several main parts:The base body, which includes the primary color of his fur, along with additional shading like a lighter tone on the frontand a darker tone on the back and napeThe nose and ears, these zones, demanded separate focusAt the initial texturing/blocking stage, the ears looked too cartoony, which didn’t fit the style I wanted. So, I decided to push them towards a more realistic look. This involved removing bright colors, adding more variation in the roughness map, introducing variation in the base color, and making the ears visually more natural, layered, and textured on the surface. By combining smart materials and masks, I achieved the effect of "living" ears, slightly dirty and looking as natural as possible.The nose was a separate story. It occupies a significant part of the face and thus draws a lot of attention. While studying references, I noticed that the shape and texture of the nose vary a lot between different artists. Initially, I made it dog-like, with some wear and tear around the nostrils and base.For a long time, I thought this version was acceptable. But during test renders, I realized the nose needed improvement. So I reworked its texturing, aiming to make it more detailed. I divided the nose texture into four main layers:Base detail: Baked from the high-poly model. Over this, I applied a smart skin material that added characteristic bumps.Lighter layer: Applied via a mask using the AO channel. This darkened the crevices and brightened the bumps, creating a multi-layered effect.Organic detail: In animal references, I noticed slight redness in the nose area. I created another AO-masked layer with reddish capillaries visible through the bumps, adding depth and realism.Softness: To make the nose visually softer, like in references, I added a fill layer with only height enabled, used a paper texture as grayscale, and applied a blurred mask. This created subtle dents and wrinkles that softened the look.All textures were created in 4K resolution to achieve maximum detail. After finishing the main texturing stage, I add an Ambient Occlusion map on the final texture layer, activating only the Color channel, setting the blend mode to Multiply, and reducing opacity to about 35%. This adds volume and greatly improves the overall perception of the model.That covers the texturing of Stitch’s body. I also created a separate texture for the fur. This was simpler, I disabled unnecessary layers like ears and eyelids, and left only the base ones corresponding to the body’s color tones.During grooming, I also created textures for the fur's clamps and roughness. In Substance 3D Painter, I additionally painted masks for better fur detail.FurAnd finally, I moved on to the part that was most important to me, the very reason I started this project in the first place. Fur. This entire process was essentially a test of my fur grooming skills. After overcoming self-doubt, I trusted the process and relied on everything I had learned so far. Before diving into the grooming itself, I made sure to gather strong references. I searched for the highest quality and most inspiring examples I could find and analyzed them thoroughly. My goal was to clearly understand the direction of fur growth, its density and volume, the intensity of roughness, and the strength of clumping in different areas of Stitch's body.To create the fur, I used Blender and its Hair Particle System. The overall approach is similar to sculpting a high-detail model: work from broad strokes to finer details. So, the first step was blocking out the main flow and placement of the hair strands.At this point, I ran into a challenge: symmetry. Since the model was purposefully asymmetrical, the fur couldn't be mirrored cleanly. To solve this, I created a base fur blocking using Hair Guides with just two segments. After that, I split the fur into separate parts. I duplicated the main Particle System and created individual hair systems for each area where needed.In total, I broke Stitch's body into key sections: head, left ear, right ear, front torso, back torso, arms, hands, upper and lower legs, toes, and additional detailing layers. The final fur setup included 25 separate particle systems.To control fur growth, I used Weight Paint to fine-tune the influence on each body part individually. This separation gave me much more precision and allowed full control over every parameter of the fur on a per-section basis.The most challenging aspect of working with fur is staying patient and focused. Detail is absolutely critical because the overall picture is built entirely from tiny, subtle elements. Once the base layer was complete, I moved on to refining the fur based on my references.The most complex areas turned out to be the front of the torso and the face. When working on the torso, my goal was to create a smooth gradient, from thick, clumped fur on the chest to shorter, softer fur on the stomach.Step by step, I adjusted the transitions, directions, clumps, and volumes to achieve that look. Additionally, I used the fur itself to subtly enhance Stitch's silhouette, making his overall shape feel sharper, more expressive, and visually engaging.During fur development, I used texture maps to control the intensity of the Roughness and Clump parameters. This gave me a high degree of flexibility, textures drove these attributes across the entire model. In areas where stronger clumping or roughness was needed, I used brighter values; in zones requiring a softer look, darker values. This approach allowed for fine-tuned micro-level control of the fur shader and helped achieve a highly realistic appearance in renders.The face required special attention: the fur had to be neat, evenly distributed, and still visually appealing. The biggest challenge here was working around the eye area. Even with properly adjusted Weight Paint, interpolation sometimes caused strands to creep into the eyes.I spent a lot of time cleaning up this region to get an optimal result. I also had to revisit certain patches that looked bald, even though interpolation and weight painting were set correctly, because the fur didn't render properly there. These areas needed manual fixing.As part of the detailing stage, I also increased the number of segments in the Hair Guides.While the blocking phase only used two segments, I went up to three, and in some cases even five, for more complex regions. This gave me much more control over fur shape and flow.The tiniest details really matter, so I added extra fur layers with thinner, more chaotic strands extending slightly beyond the main silhouette. These micro-layers significantly improved the texture depth and boosted the overall realism.Aside from the grooming itself, I paid special attention to the fur material setup, as the shader plays a critical role in the final visual quality of the render. It's not enough to simply plug a color texture into a Principled BSDF node and call it done.I built a more complex shader, giving me precise control over various attributes. For example, I implemented subtle color variation across individual strands, along with darkening near the roots and a gradual brightening toward the tips. This helped add visual depth and made the fur look significantly more natural and lifelike.Working on the fur took up nearly half of the total time I spent on the entire model. And I'm genuinely happy with the result, this stage confirmed that the training I've gone through was solid and that I’m heading in the right direction with my artistic development.Rigging, Posing & SceneOnce I finished working on the fur, I rendered several 4K test shots from different angles to make sure every detail looked the way I intended. When I was fully satisfied with the results, it was time to move on to rigging.I divided the rigging process into three main parts:Body rig, for posing and positioning the characterFacial rig, for expressions and emotionsEar rig, for dynamic ear controlRigging isn't something I consider my strongest skill, but as a 3D generalist, I had to dive into many technical aspects of it. For the ears, I set up a relatively simple system with several bones connected using inverse kinematics. This gave me flexible and intuitive control during posing and allowed for the addition of dynamic movement in animation.For facial rigging, I used the FaceIt add-on, which generates a complete facial control system for mouth, eyes, and tongue. It sped up the process significantly and gave me more precision. For the body, I used the ActorCore Rig by NVIDIA, then converted it to Rigify, which gave me a familiar interface and flexible control over poses.Posing is one of my favorite stages, it's when the character really comes to life. As usual, it started with gathering references. Honestly, it was hard to pick the final poses, Stitch is so expressive and full of personality that I wanted to try hundreds of them. But I focused on those that best conveyed the spirit and mood of the character. Some poses I reworked to fit my style rather than copying directly. For example, in the pose where Stitch licks his nose, I added drool and a bit of "green slime" for comedic effect. To capture motion, I tilted his head back and made the ears fly upward, creating a vivid, emotional snapshot.Just like in sculpting or grooming, minor details make a big difference in posing. Examples include: a slight asymmetry in the facial expression, a raised corner of the mouth, one eye squinting a little more than the other, and ears set at slightly different angles.These are subtle things that might not be noticed immediately, but they’re the key to making the character feel alive and believable.For each pose, I created a separate scene and collection in Blender, including the character, specific lighting setup, and a simple background or environment. This made it easy to return to any scene later, to adjust lighting, reposition the character, or tweak the background.In one of the renders, which I used as the cover image, Stitch is holding a little frog.I want to clearly note that the 3D model of the frog is not mine, full credit goes to the original author of the asset.At first, I wanted to build a full environment around Stitch, to create a scene that would feel like a frame from a film. But after carefully evaluating my skills and priorities, I decided that a weak environment would only detract from the strength of the character. So I opted for a simple, neutral backdrop, designed to keep all the focus on Stitch himself.Rendering, Lighting & Post-ProcessingWhen the character is complete, posed expressively, and integrated into the scene, there's one final step: lighting. Lighting isn't just a technical element of the scene — it’s a full-fledged stage of the 3D pipeline. It doesn't just illuminate; it paints. Proper lighting can highlight the personality of the character, emphasize forms, and create atmosphere.For all my renders, I rely on the classic three-point lighting setup: Key Light, Fill Light, and Rim Light.While this setup is well-known, it remains highly effective. When done thoughtfully, with the right intensity, direction, and color temperature, it creates a strong light-shadow composition that brings the model to life. In addition to the three main lights, I also use an HDRI map, but with very low intensity, around 0.3, just enough to subtly enrich the ambient light without overpowering the scene.Once everything is set, it's time to hit Render and wait for the result. Due to hardware limitations, I wasn’t able to produce full animated shots with fur. Rendering a single 4K image with fur took over an hour, so I limited myself to a 360° turnaround and several static renders.I don't spend too much time on post-processing, just basic refinements in Photoshop. Slight enhancement of the composition, gentle shadow adjustments, color balance tweaks, and adding a logo. Everything is done subtly, nothing overprocessed. The goal is simply to support and enhance what’s already there.Final ThoughtsThis project has been an incredible experience. Although it was my second time creating Stitch, this time the process felt completely different at every stage. And honestly, it wasn't easy.But that was exactly the point: to challenge myself. To reimagine something familiar, to try things I'd never done before, and to walk the full journey from start to finish. The fur, the heart of this project, was especially meaningful to me. It’s what started it all. I poured a lot into this model: time, effort, emotion, and even doubts. But at the same time, I brought all my knowledge, skills, and experience into it.This work became a mirror of my progress from 2023 to 2025. I can clearly see how far I've come, and that gives me the motivation to keep going. Every hour of learning and practice paid off, the results speak for themselves. This model was created for my portfolio. I don't plan to use it commercially, unless, of course, a studio actually wants to license it for a new filmIt's been a long road: challenging, sometimes exhausting, but above all inspiring and exciting. I know there's still a lot to learn. Many things to study, improve, and polish to perfection. But I'm already on that path, and I'm not stopping.Oleh Yakushev, 3D Character ArtistInterview conducted by Gloria Levine
    #fur #grooming #techniques #realistic #stitch
    Fur Grooming Techniques For Realistic Stitch In Blender
    IntroductionHi everyone! My name is Oleh Yakushev, and I'm a 3D Artist from Ukraine. My journey into 3D began just three years ago, when I was working as a mobile phone salesperson at a shopping mall. In 2022, during one slow day at work, I noticed a colleague learning Python. We started talking about life goals. I told him I wanted to switch careers, to do something creative, but programming wasn't really my thing.He asked me a simple question: "Well, what do you actually enjoy doing?"I said, "Video games. I love video games. But I don't have time to learn how to make them, I've got a job, a family, and a kid."Then he hit me with something that really shifted my whole perspective."Oleh, do you play games on your PlayStation?"I said, "Of course."He replied, "Then why not take the time you spend playing and use it to learn how to make games?"That moment flipped a switch in my mind. I realized that I did have time, it was just a matter of how I used it. If I really wanted to learn, I could find a way. At the time, I didn't even own a computer. But where there's a will, there's a way: I borrowed my sister's laptop for a month and started following beginner 3D tutorials on YouTube. Every night after work, once my family went to sleep, I'd sit in the kitchen and study. I stayed up until 2 or 3 AM, learning Blender basics. Then I'd sleep for a few hours before waking up at 6 AM to go back to work. That's how I spent my first few months in 3D, studying every single night.3D completely took over my life. During lunch breaks, I watched 3D videos, on the bus, I scrolled through 3D TikToks, at home, I took 3D courses, and the word "3D" just became a constant in my vocabulary.After a few months of learning the basics, I started building my portfolio, which looks pretty funny to me now. But at the time, it was a real sign of how committed I was. Eventually, someone reached out to me through Behance, offering my first freelance opportunity. And thatэs how my journey began, from mall clerk to 3D artist. It's been a tough road, full of burnout, doubts, and late nights... but also full of curiosity, growth, and hope. And I wouldn't trade it for anything.The Stitch ProjectI've loved Stitch since I was a kid. I used to watch the cartoons, play the video games, and he always felt like such a warm, funny, chill, and at the same time, strong character. So once I reached a certain level in 3D, I decided to recreate Stitch.Back then, my skills only allowed me to make him in a stylized cartoonish style, no fur, no complex detailing, no advanced texturing, I just didn't have the experience. Surprisingly, the result turned out pretty decent. Even now, I sometimes get comments that my old Stitch still looks quite cute. Though honestly, I wouldn't say that myself anymore. Two years have passed since I made that first Stitch, it was back in 2023. And in 2025, I decided it was time to challenge myself.At that point, I had just completed an intense grooming course. Grooming always intimidated me, it felt really complex. I avoided it on commercial projects, made a few failed attempts for my portfolio, and overall tried to steer clear of any tasks where grooming was required. But eventually, I found the strength to face it.I pushed myself to learn how to make great fur, and I did. I finally understood how the grooming system works, grasped the logic, the tools, and the workflow. And after finishing the course, I wanted to lock in all that knowledge by creating a full personal project from scratch.So my goal was to make a character from the ground up, where the final stage would be grooming. And without thinking too long, I chose Stitch.First, because I truly love the character. Second, I wanted to clearly see my own progress over the past two years. Third, I needed to put my new skills to the test and find out whether my training had really paid off.ModelingI had a few ideas for how to approach the base mesh for this project. First, to model everything completely from scratch, starting with a sphere. Second, to reuse my old Stitch model and upgrade it.But then an idea struck me: why not test how well AI could handle a base mesh? I gathered some references and tried generating a base mesh using AI, uploading Stitch visuals as a guide. As you can see from the screenshot, the result was far from usable. So I basically ended up doing everything from scratch anyway.So, I went back to basics: digging through ArtStation and Pinterest, collecting references. Since over the last two years, I had not only learned grooming but also completely changed my overall approach to character creation, it was important for me to make a more detailed model, even if much of it would be hidden under fur.The first Stitch was sculpted in Blender, with all the limitations that come with sculpting in it. But since then, I've leveled up significantly and switched to more advanced tools. So this second version of Stitch was born in ZBrush. By the time I started working on this Stitch, ZBrush had already become my second main workspace. I've used it to deliver tons of commercial projects, I work in it almost daily, and most of my portfolio was created using this tool. I found some great reference images showing Stitch's body structure. Among them were official movie references and a stunning high-poly model created by Juan Hernández, a version of Stitch without fur. That model became my primary reference for sculpting.Truth is, Stitch's base form is quite simple, so blocking out the shape didn't take too long. When blocking, I use Blender in combination with ZBrush:I work with primary forms in ZBrushThen check proportions in BlenderFix mistakes, tweak volumes, and refine the silhouetteSince Stitch's shape isn't overly complex, I broke him down into three main sculpting parts:The body: arms, legs, head, and earsThe nose, eyes, and mouth cavityWhile planning the sculpt, I already knew I'd be rigging Stitch, both body and facial rig. So I started sculpting with his mouth open.While studying various references, I noticed something interesting. Stitch from promotional posters, Stitch from the movie, and Stitch as recreated by different artists on ArtStation all look very different from one another. What surprised me the most was how different the promo version of Stitch is compared to the one in the actual movie. They are essentially two separate models:Different proportionsDifferent shapesDifferent texturesEven different fur and overall designThis presented a creative challenge, I had to develop my own take on Stitch's design. Sometimes I liked the way the teeth were done in one version, in another, the eye placement, in another, the fur shape, or the claw design on hands and feet.At first, considering that Stitch is completely covered in fur from head to toe, sculpting his underlying anatomy seemed pointless. I kept asking myself: "Why sculpt muscles and skin detail if everything will be hidden under fur anyway?"But eventually, I found a few solid answers for myself. First, having a defined muscle structure actually makes the fur grooming process easier. That's because fur often follows the flow of muscle lines, so having those muscles helps guide fur direction more accurately across the character's body.Second, it's great anatomy practice, and practice is never a waste. So, I found a solid anatomical reference of Stitch with clearly visible muscle groups and tried to recreate that structure as closely as possible in my own sculpt.In the end, I had to develop a full visual concept by combining elements from multiple versions of Stitch. Through careful reference work and constantly switching between Blender and ZBrush, I gradually, but intentionally, built up the body and overall look of our favorite fluffy alien.Topology & UVsThroughout the sculpting process, I spent quite a bit of time thinking about topology. I was looking for the most balanced solution between quality and production time. Normally, I do manual retopology for my characters, but this time, I knew it would take too much time, and honestly, I didn't have that luxury.So I decided to generate the topology using ZBrush's tools. I split the model into separate parts using Polygroups, assigning individual groups for the ears, the head, the torso, the arms, the legs, and each of Stitch's fingers.With the Polygroups in place, I used ZRemesher with Keep Groups enabled and smoothing on group borders. This gave me a clean and optimized mesh that was perfect for UV unwrapping.Of course, this kind of auto-retopology isn't a full substitute for manual work, but it saved me a huge amount of time, and the quality was still high enough for what I needed. However, there was one tricky issue. Although Stitch looks symmetrical at first glance, his ears are actually asymmetrical. The right ear has a scar on the top, while the left has a scar on the bottomBecause of that, I couldn't just mirror one side in ZBrush without losing those unique features. Here's what I ended up doing: I created a symmetrical model with the right ear, then another symmetrical model with the left ear. I brought both into Blender, detached the left ear from one model, and attached it to the body of the other one. This way, I got a clean, symmetrical base mesh with asymmetrical ears, preserving both topology and detail. And thanks to the clean polygroup-based layout, I was able to unwrap the UVs with nice, even seams and clean islands.When it came to UV mapping, I divided Stitch into two UDIM tiles:The first UDIM includes the head with ears, torso, arms, and legs.The second UDIM contains all the additional parts: teeth, tongue, gums, claws, and noseSince the nose is one of the most important details, I allocated the largest space to it, which helped me to better capture its intricate details.As for the eyes, I used procedural eyes, so there was no need to assign UV space or create a separate UDIM for texturing them. To achieve this, I used the Tiny Eye add-on by tinynocky for Blender, which allows full control over procedural eyes and their parameters.This approach gave me high-quality eyes with customizable elements tailored exactly to my needs. As a result of all these steps, Stitch ended up with a symmetrical, optimized mesh, asymmetrical ears, and the body split across two UDIMs, one for the main body and one for the additional parts.TexturingWhen planning Stitch's texturing, I understood that the main body texture would be fairly simple, with much of the visual detail enhanced by the fur. However, there were some areas that required much more attention than the rest of the body. The textures for Stitch can be roughly divided into several main parts:The base body, which includes the primary color of his fur, along with additional shading like a lighter tone on the frontand a darker tone on the back and napeThe nose and ears, these zones, demanded separate focusAt the initial texturing/blocking stage, the ears looked too cartoony, which didn’t fit the style I wanted. So, I decided to push them towards a more realistic look. This involved removing bright colors, adding more variation in the roughness map, introducing variation in the base color, and making the ears visually more natural, layered, and textured on the surface. By combining smart materials and masks, I achieved the effect of "living" ears, slightly dirty and looking as natural as possible.The nose was a separate story. It occupies a significant part of the face and thus draws a lot of attention. While studying references, I noticed that the shape and texture of the nose vary a lot between different artists. Initially, I made it dog-like, with some wear and tear around the nostrils and base.For a long time, I thought this version was acceptable. But during test renders, I realized the nose needed improvement. So I reworked its texturing, aiming to make it more detailed. I divided the nose texture into four main layers:Base detail: Baked from the high-poly model. Over this, I applied a smart skin material that added characteristic bumps.Lighter layer: Applied via a mask using the AO channel. This darkened the crevices and brightened the bumps, creating a multi-layered effect.Organic detail: In animal references, I noticed slight redness in the nose area. I created another AO-masked layer with reddish capillaries visible through the bumps, adding depth and realism.Softness: To make the nose visually softer, like in references, I added a fill layer with only height enabled, used a paper texture as grayscale, and applied a blurred mask. This created subtle dents and wrinkles that softened the look.All textures were created in 4K resolution to achieve maximum detail. After finishing the main texturing stage, I add an Ambient Occlusion map on the final texture layer, activating only the Color channel, setting the blend mode to Multiply, and reducing opacity to about 35%. This adds volume and greatly improves the overall perception of the model.That covers the texturing of Stitch’s body. I also created a separate texture for the fur. This was simpler, I disabled unnecessary layers like ears and eyelids, and left only the base ones corresponding to the body’s color tones.During grooming, I also created textures for the fur's clamps and roughness. In Substance 3D Painter, I additionally painted masks for better fur detail.FurAnd finally, I moved on to the part that was most important to me, the very reason I started this project in the first place. Fur. This entire process was essentially a test of my fur grooming skills. After overcoming self-doubt, I trusted the process and relied on everything I had learned so far. Before diving into the grooming itself, I made sure to gather strong references. I searched for the highest quality and most inspiring examples I could find and analyzed them thoroughly. My goal was to clearly understand the direction of fur growth, its density and volume, the intensity of roughness, and the strength of clumping in different areas of Stitch's body.To create the fur, I used Blender and its Hair Particle System. The overall approach is similar to sculpting a high-detail model: work from broad strokes to finer details. So, the first step was blocking out the main flow and placement of the hair strands.At this point, I ran into a challenge: symmetry. Since the model was purposefully asymmetrical, the fur couldn't be mirrored cleanly. To solve this, I created a base fur blocking using Hair Guides with just two segments. After that, I split the fur into separate parts. I duplicated the main Particle System and created individual hair systems for each area where needed.In total, I broke Stitch's body into key sections: head, left ear, right ear, front torso, back torso, arms, hands, upper and lower legs, toes, and additional detailing layers. The final fur setup included 25 separate particle systems.To control fur growth, I used Weight Paint to fine-tune the influence on each body part individually. This separation gave me much more precision and allowed full control over every parameter of the fur on a per-section basis.The most challenging aspect of working with fur is staying patient and focused. Detail is absolutely critical because the overall picture is built entirely from tiny, subtle elements. Once the base layer was complete, I moved on to refining the fur based on my references.The most complex areas turned out to be the front of the torso and the face. When working on the torso, my goal was to create a smooth gradient, from thick, clumped fur on the chest to shorter, softer fur on the stomach.Step by step, I adjusted the transitions, directions, clumps, and volumes to achieve that look. Additionally, I used the fur itself to subtly enhance Stitch's silhouette, making his overall shape feel sharper, more expressive, and visually engaging.During fur development, I used texture maps to control the intensity of the Roughness and Clump parameters. This gave me a high degree of flexibility, textures drove these attributes across the entire model. In areas where stronger clumping or roughness was needed, I used brighter values; in zones requiring a softer look, darker values. This approach allowed for fine-tuned micro-level control of the fur shader and helped achieve a highly realistic appearance in renders.The face required special attention: the fur had to be neat, evenly distributed, and still visually appealing. The biggest challenge here was working around the eye area. Even with properly adjusted Weight Paint, interpolation sometimes caused strands to creep into the eyes.I spent a lot of time cleaning up this region to get an optimal result. I also had to revisit certain patches that looked bald, even though interpolation and weight painting were set correctly, because the fur didn't render properly there. These areas needed manual fixing.As part of the detailing stage, I also increased the number of segments in the Hair Guides.While the blocking phase only used two segments, I went up to three, and in some cases even five, for more complex regions. This gave me much more control over fur shape and flow.The tiniest details really matter, so I added extra fur layers with thinner, more chaotic strands extending slightly beyond the main silhouette. These micro-layers significantly improved the texture depth and boosted the overall realism.Aside from the grooming itself, I paid special attention to the fur material setup, as the shader plays a critical role in the final visual quality of the render. It's not enough to simply plug a color texture into a Principled BSDF node and call it done.I built a more complex shader, giving me precise control over various attributes. For example, I implemented subtle color variation across individual strands, along with darkening near the roots and a gradual brightening toward the tips. This helped add visual depth and made the fur look significantly more natural and lifelike.Working on the fur took up nearly half of the total time I spent on the entire model. And I'm genuinely happy with the result, this stage confirmed that the training I've gone through was solid and that I’m heading in the right direction with my artistic development.Rigging, Posing & SceneOnce I finished working on the fur, I rendered several 4K test shots from different angles to make sure every detail looked the way I intended. When I was fully satisfied with the results, it was time to move on to rigging.I divided the rigging process into three main parts:Body rig, for posing and positioning the characterFacial rig, for expressions and emotionsEar rig, for dynamic ear controlRigging isn't something I consider my strongest skill, but as a 3D generalist, I had to dive into many technical aspects of it. For the ears, I set up a relatively simple system with several bones connected using inverse kinematics. This gave me flexible and intuitive control during posing and allowed for the addition of dynamic movement in animation.For facial rigging, I used the FaceIt add-on, which generates a complete facial control system for mouth, eyes, and tongue. It sped up the process significantly and gave me more precision. For the body, I used the ActorCore Rig by NVIDIA, then converted it to Rigify, which gave me a familiar interface and flexible control over poses.Posing is one of my favorite stages, it's when the character really comes to life. As usual, it started with gathering references. Honestly, it was hard to pick the final poses, Stitch is so expressive and full of personality that I wanted to try hundreds of them. But I focused on those that best conveyed the spirit and mood of the character. Some poses I reworked to fit my style rather than copying directly. For example, in the pose where Stitch licks his nose, I added drool and a bit of "green slime" for comedic effect. To capture motion, I tilted his head back and made the ears fly upward, creating a vivid, emotional snapshot.Just like in sculpting or grooming, minor details make a big difference in posing. Examples include: a slight asymmetry in the facial expression, a raised corner of the mouth, one eye squinting a little more than the other, and ears set at slightly different angles.These are subtle things that might not be noticed immediately, but they’re the key to making the character feel alive and believable.For each pose, I created a separate scene and collection in Blender, including the character, specific lighting setup, and a simple background or environment. This made it easy to return to any scene later, to adjust lighting, reposition the character, or tweak the background.In one of the renders, which I used as the cover image, Stitch is holding a little frog.I want to clearly note that the 3D model of the frog is not mine, full credit goes to the original author of the asset.At first, I wanted to build a full environment around Stitch, to create a scene that would feel like a frame from a film. But after carefully evaluating my skills and priorities, I decided that a weak environment would only detract from the strength of the character. So I opted for a simple, neutral backdrop, designed to keep all the focus on Stitch himself.Rendering, Lighting & Post-ProcessingWhen the character is complete, posed expressively, and integrated into the scene, there's one final step: lighting. Lighting isn't just a technical element of the scene — it’s a full-fledged stage of the 3D pipeline. It doesn't just illuminate; it paints. Proper lighting can highlight the personality of the character, emphasize forms, and create atmosphere.For all my renders, I rely on the classic three-point lighting setup: Key Light, Fill Light, and Rim Light.While this setup is well-known, it remains highly effective. When done thoughtfully, with the right intensity, direction, and color temperature, it creates a strong light-shadow composition that brings the model to life. In addition to the three main lights, I also use an HDRI map, but with very low intensity, around 0.3, just enough to subtly enrich the ambient light without overpowering the scene.Once everything is set, it's time to hit Render and wait for the result. Due to hardware limitations, I wasn’t able to produce full animated shots with fur. Rendering a single 4K image with fur took over an hour, so I limited myself to a 360° turnaround and several static renders.I don't spend too much time on post-processing, just basic refinements in Photoshop. Slight enhancement of the composition, gentle shadow adjustments, color balance tweaks, and adding a logo. Everything is done subtly, nothing overprocessed. The goal is simply to support and enhance what’s already there.Final ThoughtsThis project has been an incredible experience. Although it was my second time creating Stitch, this time the process felt completely different at every stage. And honestly, it wasn't easy.But that was exactly the point: to challenge myself. To reimagine something familiar, to try things I'd never done before, and to walk the full journey from start to finish. The fur, the heart of this project, was especially meaningful to me. It’s what started it all. I poured a lot into this model: time, effort, emotion, and even doubts. But at the same time, I brought all my knowledge, skills, and experience into it.This work became a mirror of my progress from 2023 to 2025. I can clearly see how far I've come, and that gives me the motivation to keep going. Every hour of learning and practice paid off, the results speak for themselves. This model was created for my portfolio. I don't plan to use it commercially, unless, of course, a studio actually wants to license it for a new filmIt's been a long road: challenging, sometimes exhausting, but above all inspiring and exciting. I know there's still a lot to learn. Many things to study, improve, and polish to perfection. But I'm already on that path, and I'm not stopping.Oleh Yakushev, 3D Character ArtistInterview conducted by Gloria Levine #fur #grooming #techniques #realistic #stitch
    Fur Grooming Techniques For Realistic Stitch In Blender
    80.lv
    IntroductionHi everyone! My name is Oleh Yakushev, and I'm a 3D Artist from Ukraine. My journey into 3D began just three years ago, when I was working as a mobile phone salesperson at a shopping mall. In 2022, during one slow day at work, I noticed a colleague learning Python. We started talking about life goals. I told him I wanted to switch careers, to do something creative, but programming wasn't really my thing.He asked me a simple question: "Well, what do you actually enjoy doing?"I said, "Video games. I love video games. But I don't have time to learn how to make them, I've got a job, a family, and a kid."Then he hit me with something that really shifted my whole perspective."Oleh, do you play games on your PlayStation?"I said, "Of course."He replied, "Then why not take the time you spend playing and use it to learn how to make games?"That moment flipped a switch in my mind. I realized that I did have time, it was just a matter of how I used it. If I really wanted to learn, I could find a way. At the time, I didn't even own a computer. But where there's a will, there's a way: I borrowed my sister's laptop for a month and started following beginner 3D tutorials on YouTube. Every night after work, once my family went to sleep, I'd sit in the kitchen and study. I stayed up until 2 or 3 AM, learning Blender basics. Then I'd sleep for a few hours before waking up at 6 AM to go back to work. That's how I spent my first few months in 3D, studying every single night.3D completely took over my life. During lunch breaks, I watched 3D videos, on the bus, I scrolled through 3D TikToks, at home, I took 3D courses, and the word "3D" just became a constant in my vocabulary.After a few months of learning the basics, I started building my portfolio, which looks pretty funny to me now. But at the time, it was a real sign of how committed I was. Eventually, someone reached out to me through Behance, offering my first freelance opportunity. And thatэs how my journey began, from mall clerk to 3D artist. It's been a tough road, full of burnout, doubts, and late nights... but also full of curiosity, growth, and hope. And I wouldn't trade it for anything.The Stitch ProjectI've loved Stitch since I was a kid. I used to watch the cartoons, play the video games, and he always felt like such a warm, funny, chill, and at the same time, strong character. So once I reached a certain level in 3D, I decided to recreate Stitch.Back then, my skills only allowed me to make him in a stylized cartoonish style, no fur, no complex detailing, no advanced texturing, I just didn't have the experience. Surprisingly, the result turned out pretty decent. Even now, I sometimes get comments that my old Stitch still looks quite cute. Though honestly, I wouldn't say that myself anymore. Two years have passed since I made that first Stitch, it was back in 2023. And in 2025, I decided it was time to challenge myself.At that point, I had just completed an intense grooming course. Grooming always intimidated me, it felt really complex. I avoided it on commercial projects, made a few failed attempts for my portfolio, and overall tried to steer clear of any tasks where grooming was required. But eventually, I found the strength to face it.I pushed myself to learn how to make great fur, and I did. I finally understood how the grooming system works, grasped the logic, the tools, and the workflow. And after finishing the course, I wanted to lock in all that knowledge by creating a full personal project from scratch.So my goal was to make a character from the ground up, where the final stage would be grooming. And without thinking too long, I chose Stitch.First, because I truly love the character. Second, I wanted to clearly see my own progress over the past two years. Third, I needed to put my new skills to the test and find out whether my training had really paid off.ModelingI had a few ideas for how to approach the base mesh for this project. First, to model everything completely from scratch, starting with a sphere. Second, to reuse my old Stitch model and upgrade it.But then an idea struck me: why not test how well AI could handle a base mesh? I gathered some references and tried generating a base mesh using AI, uploading Stitch visuals as a guide. As you can see from the screenshot, the result was far from usable. So I basically ended up doing everything from scratch anyway.So, I went back to basics: digging through ArtStation and Pinterest, collecting references. Since over the last two years, I had not only learned grooming but also completely changed my overall approach to character creation, it was important for me to make a more detailed model, even if much of it would be hidden under fur.The first Stitch was sculpted in Blender, with all the limitations that come with sculpting in it. But since then, I've leveled up significantly and switched to more advanced tools. So this second version of Stitch was born in ZBrush. By the time I started working on this Stitch, ZBrush had already become my second main workspace. I've used it to deliver tons of commercial projects, I work in it almost daily, and most of my portfolio was created using this tool. I found some great reference images showing Stitch's body structure. Among them were official movie references and a stunning high-poly model created by Juan Hernández, a version of Stitch without fur. That model became my primary reference for sculpting.Truth is, Stitch's base form is quite simple, so blocking out the shape didn't take too long. When blocking, I use Blender in combination with ZBrush:I work with primary forms in ZBrushThen check proportions in BlenderFix mistakes, tweak volumes, and refine the silhouetteSince Stitch's shape isn't overly complex, I broke him down into three main sculpting parts:The body: arms, legs, head, and earsThe nose, eyes, and mouth cavityWhile planning the sculpt, I already knew I'd be rigging Stitch, both body and facial rig. So I started sculpting with his mouth open (to later close it and have more flexibility when it comes to rigging and deformation).While studying various references, I noticed something interesting. Stitch from promotional posters, Stitch from the movie, and Stitch as recreated by different artists on ArtStation all look very different from one another. What surprised me the most was how different the promo version of Stitch is compared to the one in the actual movie. They are essentially two separate models:Different proportionsDifferent shapesDifferent texturesEven different fur and overall designThis presented a creative challenge, I had to develop my own take on Stitch's design. Sometimes I liked the way the teeth were done in one version, in another, the eye placement, in another, the fur shape, or the claw design on hands and feet.At first, considering that Stitch is completely covered in fur from head to toe, sculpting his underlying anatomy seemed pointless. I kept asking myself: "Why sculpt muscles and skin detail if everything will be hidden under fur anyway?"But eventually, I found a few solid answers for myself. First, having a defined muscle structure actually makes the fur grooming process easier. That's because fur often follows the flow of muscle lines, so having those muscles helps guide fur direction more accurately across the character's body.Second, it's great anatomy practice, and practice is never a waste. So, I found a solid anatomical reference of Stitch with clearly visible muscle groups and tried to recreate that structure as closely as possible in my own sculpt.In the end, I had to develop a full visual concept by combining elements from multiple versions of Stitch. Through careful reference work and constantly switching between Blender and ZBrush, I gradually, but intentionally, built up the body and overall look of our favorite fluffy alien.Topology & UVsThroughout the sculpting process, I spent quite a bit of time thinking about topology. I was looking for the most balanced solution between quality and production time. Normally, I do manual retopology for my characters, but this time, I knew it would take too much time, and honestly, I didn't have that luxury.So I decided to generate the topology using ZBrush's tools. I split the model into separate parts using Polygroups, assigning individual groups for the ears, the head, the torso, the arms, the legs, and each of Stitch's fingers.With the Polygroups in place, I used ZRemesher with Keep Groups enabled and smoothing on group borders. This gave me a clean and optimized mesh that was perfect for UV unwrapping.Of course, this kind of auto-retopology isn't a full substitute for manual work, but it saved me a huge amount of time, and the quality was still high enough for what I needed. However, there was one tricky issue. Although Stitch looks symmetrical at first glance, his ears are actually asymmetrical. The right ear has a scar on the top, while the left has a scar on the bottomBecause of that, I couldn't just mirror one side in ZBrush without losing those unique features. Here's what I ended up doing: I created a symmetrical model with the right ear, then another symmetrical model with the left ear. I brought both into Blender, detached the left ear from one model, and attached it to the body of the other one. This way, I got a clean, symmetrical base mesh with asymmetrical ears, preserving both topology and detail. And thanks to the clean polygroup-based layout, I was able to unwrap the UVs with nice, even seams and clean islands.When it came to UV mapping, I divided Stitch into two UDIM tiles:The first UDIM includes the head with ears, torso, arms, and legs.The second UDIM contains all the additional parts: teeth, tongue, gums, claws, and nose (For the claws, I used overlapping UVs to preserve texel density for the other parts)Since the nose is one of the most important details, I allocated the largest space to it, which helped me to better capture its intricate details.As for the eyes, I used procedural eyes, so there was no need to assign UV space or create a separate UDIM for texturing them. To achieve this, I used the Tiny Eye add-on by tinynocky for Blender, which allows full control over procedural eyes and their parameters.This approach gave me high-quality eyes with customizable elements tailored exactly to my needs. As a result of all these steps, Stitch ended up with a symmetrical, optimized mesh, asymmetrical ears, and the body split across two UDIMs, one for the main body and one for the additional parts.TexturingWhen planning Stitch's texturing, I understood that the main body texture would be fairly simple, with much of the visual detail enhanced by the fur. However, there were some areas that required much more attention than the rest of the body. The textures for Stitch can be roughly divided into several main parts:The base body, which includes the primary color of his fur, along with additional shading like a lighter tone on the front (belly) and a darker tone on the back and napeThe nose and ears, these zones, demanded separate focusAt the initial texturing/blocking stage, the ears looked too cartoony, which didn’t fit the style I wanted. So, I decided to push them towards a more realistic look. This involved removing bright colors, adding more variation in the roughness map, introducing variation in the base color, and making the ears visually more natural, layered, and textured on the surface. By combining smart materials and masks, I achieved the effect of "living" ears, slightly dirty and looking as natural as possible.The nose was a separate story. It occupies a significant part of the face and thus draws a lot of attention. While studying references, I noticed that the shape and texture of the nose vary a lot between different artists. Initially, I made it dog-like, with some wear and tear around the nostrils and base.For a long time, I thought this version was acceptable. But during test renders, I realized the nose needed improvement. So I reworked its texturing, aiming to make it more detailed. I divided the nose texture into four main layers:Base detail: Baked from the high-poly model. Over this, I applied a smart skin material that added characteristic bumps.Lighter layer: Applied via a mask using the AO channel. This darkened the crevices and brightened the bumps, creating a multi-layered effect.Organic detail (capillaries): In animal references, I noticed slight redness in the nose area. I created another AO-masked layer with reddish capillaries visible through the bumps, adding depth and realism.Softness: To make the nose visually softer, like in references, I added a fill layer with only height enabled, used a paper texture as grayscale, and applied a blurred mask. This created subtle dents and wrinkles that softened the look.All textures were created in 4K resolution to achieve maximum detail. After finishing the main texturing stage, I add an Ambient Occlusion map on the final texture layer, activating only the Color channel, setting the blend mode to Multiply, and reducing opacity to about 35%. This adds volume and greatly improves the overall perception of the model.That covers the texturing of Stitch’s body. I also created a separate texture for the fur. This was simpler, I disabled unnecessary layers like ears and eyelids, and left only the base ones corresponding to the body’s color tones.During grooming (which I'll cover in detail later), I also created textures for the fur's clamps and roughness. In Substance 3D Painter, I additionally painted masks for better fur detail.FurAnd finally, I moved on to the part that was most important to me, the very reason I started this project in the first place. Fur. This entire process was essentially a test of my fur grooming skills. After overcoming self-doubt, I trusted the process and relied on everything I had learned so far. Before diving into the grooming itself, I made sure to gather strong references. I searched for the highest quality and most inspiring examples I could find and analyzed them thoroughly. My goal was to clearly understand the direction of fur growth, its density and volume, the intensity of roughness, and the strength of clumping in different areas of Stitch's body.To create the fur, I used Blender and its Hair Particle System. The overall approach is similar to sculpting a high-detail model: work from broad strokes to finer details. So, the first step was blocking out the main flow and placement of the hair strands.At this point, I ran into a challenge: symmetry. Since the model was purposefully asymmetrical (because of the ears and skin folds), the fur couldn't be mirrored cleanly. To solve this, I created a base fur blocking using Hair Guides with just two segments. After that, I split the fur into separate parts. I duplicated the main Particle System and created individual hair systems for each area where needed.In total, I broke Stitch's body into key sections: head, left ear, right ear, front torso, back torso, arms, hands, upper and lower legs, toes, and additional detailing layers. The final fur setup included 25 separate particle systems.To control fur growth, I used Weight Paint to fine-tune the influence on each body part individually. This separation gave me much more precision and allowed full control over every parameter of the fur on a per-section basis.The most challenging aspect of working with fur is staying patient and focused. Detail is absolutely critical because the overall picture is built entirely from tiny, subtle elements. Once the base layer was complete, I moved on to refining the fur based on my references.The most complex areas turned out to be the front of the torso and the face. When working on the torso, my goal was to create a smooth gradient, from thick, clumped fur on the chest to shorter, softer fur on the stomach.Step by step, I adjusted the transitions, directions, clumps, and volumes to achieve that look. Additionally, I used the fur itself to subtly enhance Stitch's silhouette, making his overall shape feel sharper, more expressive, and visually engaging.During fur development, I used texture maps to control the intensity of the Roughness and Clump parameters. This gave me a high degree of flexibility, textures drove these attributes across the entire model. In areas where stronger clumping or roughness was needed, I used brighter values; in zones requiring a softer look, darker values. This approach allowed for fine-tuned micro-level control of the fur shader and helped achieve a highly realistic appearance in renders.The face required special attention: the fur had to be neat, evenly distributed, and still visually appealing. The biggest challenge here was working around the eye area. Even with properly adjusted Weight Paint, interpolation sometimes caused strands to creep into the eyes.I spent a lot of time cleaning up this region to get an optimal result. I also had to revisit certain patches that looked bald, even though interpolation and weight painting were set correctly, because the fur didn't render properly there. These areas needed manual fixing.As part of the detailing stage, I also increased the number of segments in the Hair Guides.While the blocking phase only used two segments, I went up to three, and in some cases even five, for more complex regions. This gave me much more control over fur shape and flow.The tiniest details really matter, so I added extra fur layers with thinner, more chaotic strands extending slightly beyond the main silhouette. These micro-layers significantly improved the texture depth and boosted the overall realism.Aside from the grooming itself, I paid special attention to the fur material setup, as the shader plays a critical role in the final visual quality of the render. It's not enough to simply plug a color texture into a Principled BSDF node and call it done.I built a more complex shader, giving me precise control over various attributes. For example, I implemented subtle color variation across individual strands, along with darkening near the roots and a gradual brightening toward the tips. This helped add visual depth and made the fur look significantly more natural and lifelike.Working on the fur took up nearly half of the total time I spent on the entire model. And I'm genuinely happy with the result, this stage confirmed that the training I've gone through was solid and that I’m heading in the right direction with my artistic development.Rigging, Posing & SceneOnce I finished working on the fur, I rendered several 4K test shots from different angles to make sure every detail looked the way I intended. When I was fully satisfied with the results, it was time to move on to rigging.I divided the rigging process into three main parts:Body rig, for posing and positioning the characterFacial rig, for expressions and emotionsEar rig, for dynamic ear controlRigging isn't something I consider my strongest skill, but as a 3D generalist, I had to dive into many technical aspects of it. For the ears, I set up a relatively simple system with several bones connected using inverse kinematics (IK). This gave me flexible and intuitive control during posing and allowed for the addition of dynamic movement in animation.For facial rigging, I used the FaceIt add-on, which generates a complete facial control system for mouth, eyes, and tongue. It sped up the process significantly and gave me more precision. For the body, I used the ActorCore Rig by NVIDIA, then converted it to Rigify, which gave me a familiar interface and flexible control over poses.Posing is one of my favorite stages, it's when the character really comes to life. As usual, it started with gathering references. Honestly, it was hard to pick the final poses, Stitch is so expressive and full of personality that I wanted to try hundreds of them. But I focused on those that best conveyed the spirit and mood of the character. Some poses I reworked to fit my style rather than copying directly. For example, in the pose where Stitch licks his nose, I added drool and a bit of "green slime" for comedic effect. To capture motion, I tilted his head back and made the ears fly upward, creating a vivid, emotional snapshot.Just like in sculpting or grooming, minor details make a big difference in posing. Examples include: a slight asymmetry in the facial expression, a raised corner of the mouth, one eye squinting a little more than the other, and ears set at slightly different angles.These are subtle things that might not be noticed immediately, but they’re the key to making the character feel alive and believable.For each pose, I created a separate scene and collection in Blender, including the character, specific lighting setup, and a simple background or environment. This made it easy to return to any scene later, to adjust lighting, reposition the character, or tweak the background.In one of the renders, which I used as the cover image, Stitch is holding a little frog.I want to clearly note that the 3D model of the frog is not mine, full credit goes to the original author of the asset.At first, I wanted to build a full environment around Stitch, to create a scene that would feel like a frame from a film. But after carefully evaluating my skills and priorities, I decided that a weak environment would only detract from the strength of the character. So I opted for a simple, neutral backdrop, designed to keep all the focus on Stitch himself.Rendering, Lighting & Post-ProcessingWhen the character is complete, posed expressively, and integrated into the scene, there's one final step: lighting. Lighting isn't just a technical element of the scene — it’s a full-fledged stage of the 3D pipeline. It doesn't just illuminate; it paints. Proper lighting can highlight the personality of the character, emphasize forms, and create atmosphere.For all my renders, I rely on the classic three-point lighting setup: Key Light, Fill Light, and Rim Light.While this setup is well-known, it remains highly effective. When done thoughtfully, with the right intensity, direction, and color temperature, it creates a strong light-shadow composition that brings the model to life. In addition to the three main lights, I also use an HDRI map, but with very low intensity, around 0.3, just enough to subtly enrich the ambient light without overpowering the scene.Once everything is set, it's time to hit Render and wait for the result. Due to hardware limitations, I wasn’t able to produce full animated shots with fur. Rendering a single 4K image with fur took over an hour, so I limited myself to a 360° turnaround and several static renders.I don't spend too much time on post-processing, just basic refinements in Photoshop. Slight enhancement of the composition, gentle shadow adjustments, color balance tweaks, and adding a logo. Everything is done subtly, nothing overprocessed. The goal is simply to support and enhance what’s already there.Final ThoughtsThis project has been an incredible experience. Although it was my second time creating Stitch (the first was back in 2023), this time the process felt completely different at every stage. And honestly, it wasn't easy.But that was exactly the point: to challenge myself. To reimagine something familiar, to try things I'd never done before, and to walk the full journey from start to finish. The fur, the heart of this project, was especially meaningful to me. It’s what started it all. I poured a lot into this model: time, effort, emotion, and even doubts. But at the same time, I brought all my knowledge, skills, and experience into it.This work became a mirror of my progress from 2023 to 2025. I can clearly see how far I've come, and that gives me the motivation to keep going. Every hour of learning and practice paid off, the results speak for themselves. This model was created for my portfolio. I don't plan to use it commercially, unless, of course, a studio actually wants to license it for a new film (in that case, I'd be more than happy!)It's been a long road: challenging, sometimes exhausting, but above all inspiring and exciting. I know there's still a lot to learn. Many things to study, improve, and polish to perfection. But I'm already on that path, and I'm not stopping.Oleh Yakushev, 3D Character ArtistInterview conducted by Gloria Levine
    Like
    Love
    Wow
    Sad
    Angry
    574
    · 2 Commentaires ·0 Parts
  • When Does Crusader Kings 3 End? (CK3 End Year)

    Start dates in Crusader Kings 3 are historical dates where players begin their campaigns. In each of these, players can choose from hundreds of counts, dukes, kings, and emperors or cultural equivalents to play as. Most of these starting rulers in CK3, particularly in the later periods for which more history was written down, are historical figures.
    #when #does #crusader #kings #end
    When Does Crusader Kings 3 End? (CK3 End Year)
    Start dates in Crusader Kings 3 are historical dates where players begin their campaigns. In each of these, players can choose from hundreds of counts, dukes, kings, and emperors or cultural equivalents to play as. Most of these starting rulers in CK3, particularly in the later periods for which more history was written down, are historical figures. #when #does #crusader #kings #end
    When Does Crusader Kings 3 End? (CK3 End Year)
    gamerant.com
    Start dates in Crusader Kings 3 are historical dates where players begin their campaigns. In each of these, players can choose from hundreds of counts, dukes, kings, and emperors or cultural equivalents to play as. Most of these starting rulers in CK3, particularly in the later periods for which more history was written down, are historical figures.
    Like
    Love
    Wow
    Sad
    Angry
    588
    · 2 Commentaires ·0 Parts
  • Arkane dev calls out Microsoft for silence over open letter protesting IDF ties

    An anonymous Arkane developer is alleging that Microsoft—the studio's parent company—has yet to issue any response to an August 12 open letter signed by workers calling for an end to its alleged relationship with the Israeli military. That relationship was uncovered by news outlets The Guardian, +972 Magazine, and Local Call in a joint investigation that alleged the Israeli spy agency Unit 8200 has used Microsoft's Azure cloud platform to surveil phone calls made by Palestinians in Gaza and the West Bank.The Israeli Defense Forceshave reportedly used information from those calls to coordinate airstrikes and "shape operations" of military forces in both regions. Arkane employees unionized under Syndicat des Travailleureuses du Jeu Vidéojoined other Microsoft employees in protesting these contracts—but the only answer they've received is silence.This information comes from Stephen Totilo at Game File, who spoke with an anonymous Arkane developer who went by the pseudonym "Manon." "No one has responded directly to our open letter, neither Microsoft, nor Bethesda, nor Arkane leadership," Manon told Game File. He said that the only acknowledgement came after the subject was brought up on the studio's internal chat system. "Arkane leadership invited everyone to be considerate when expressing their opinion, to maintain a peaceful exchange on the subject. They did not address the letter itself and remained neutral."Related:That silence has persisted over the past 10 days. Manon said that Microsoft was given a few hours' advance notice that workers were going public with their concerns. Despite that extra time, it's issued no internal response.Xbox has kept quiet on Microsoft's military contractsOn April 15, Microsoft announced it was undertaking a "formal review" of its contracts with the IDF. But even as more game developers join the ranks of employees protesting its role in the Gaza invasion, Xbox Game Studios has stayed strictly silent on the matter. The company only replied to our repeated quests for comment after Game Developer senior news editor Chris Kerr raised the topic during during our interview with Grounded 2 game director Chris Parker and Eidos Montreal creative director Justin Vazquez at Gamescom this week.During that conversation, PR representatives did not allow Vazquez and Parker to answer the question, later referring us back to Microsoft's April 15 blog.Said representatives also discouraged questions about Microsoft's decision to lay off over 9,000 employees on July 2, many of them employees of Xbox Game Studios subsidiaries like King and Zenimax. These layoffs also impacted the timing of the open letter published by the STJV workers at Arkane. Manon told Game File that the group was concerned the letter would be "muted" by the layoff news.Related:"Since then, it has been very difficult to find the correct timing, knowing that the situation in Gaza was deteriorating rapidly."Game Developer has reached out to Microsoft for comment on this story and will issue an update after the company responds.
    #arkane #dev #calls #out #microsoft
    Arkane dev calls out Microsoft for silence over open letter protesting IDF ties
    An anonymous Arkane developer is alleging that Microsoft—the studio's parent company—has yet to issue any response to an August 12 open letter signed by workers calling for an end to its alleged relationship with the Israeli military. That relationship was uncovered by news outlets The Guardian, +972 Magazine, and Local Call in a joint investigation that alleged the Israeli spy agency Unit 8200 has used Microsoft's Azure cloud platform to surveil phone calls made by Palestinians in Gaza and the West Bank.The Israeli Defense Forceshave reportedly used information from those calls to coordinate airstrikes and "shape operations" of military forces in both regions. Arkane employees unionized under Syndicat des Travailleureuses du Jeu Vidéojoined other Microsoft employees in protesting these contracts—but the only answer they've received is silence.This information comes from Stephen Totilo at Game File, who spoke with an anonymous Arkane developer who went by the pseudonym "Manon." "No one has responded directly to our open letter, neither Microsoft, nor Bethesda, nor Arkane leadership," Manon told Game File. He said that the only acknowledgement came after the subject was brought up on the studio's internal chat system. "Arkane leadership invited everyone to be considerate when expressing their opinion, to maintain a peaceful exchange on the subject. They did not address the letter itself and remained neutral."Related:That silence has persisted over the past 10 days. Manon said that Microsoft was given a few hours' advance notice that workers were going public with their concerns. Despite that extra time, it's issued no internal response.Xbox has kept quiet on Microsoft's military contractsOn April 15, Microsoft announced it was undertaking a "formal review" of its contracts with the IDF. But even as more game developers join the ranks of employees protesting its role in the Gaza invasion, Xbox Game Studios has stayed strictly silent on the matter. The company only replied to our repeated quests for comment after Game Developer senior news editor Chris Kerr raised the topic during during our interview with Grounded 2 game director Chris Parker and Eidos Montreal creative director Justin Vazquez at Gamescom this week.During that conversation, PR representatives did not allow Vazquez and Parker to answer the question, later referring us back to Microsoft's April 15 blog.Said representatives also discouraged questions about Microsoft's decision to lay off over 9,000 employees on July 2, many of them employees of Xbox Game Studios subsidiaries like King and Zenimax. These layoffs also impacted the timing of the open letter published by the STJV workers at Arkane. Manon told Game File that the group was concerned the letter would be "muted" by the layoff news.Related:"Since then, it has been very difficult to find the correct timing, knowing that the situation in Gaza was deteriorating rapidly."Game Developer has reached out to Microsoft for comment on this story and will issue an update after the company responds. #arkane #dev #calls #out #microsoft
    Arkane dev calls out Microsoft for silence over open letter protesting IDF ties
    www.gamedeveloper.com
    An anonymous Arkane developer is alleging that Microsoft—the studio's parent company—has yet to issue any response to an August 12 open letter signed by workers calling for an end to its alleged relationship with the Israeli military. That relationship was uncovered by news outlets The Guardian, +972 Magazine, and Local Call in a joint investigation that alleged the Israeli spy agency Unit 8200 has used Microsoft's Azure cloud platform to surveil phone calls made by Palestinians in Gaza and the West Bank.The Israeli Defense Forces (IDF) have reportedly used information from those calls to coordinate airstrikes and "shape operations" of military forces in both regions. Arkane employees unionized under Syndicat des Travailleureuses du Jeu Vidéo (STJV) joined other Microsoft employees in protesting these contracts—but the only answer they've received is silence.This information comes from Stephen Totilo at Game File, who spoke with an anonymous Arkane developer who went by the pseudonym "Manon." "No one has responded directly to our open letter, neither Microsoft, nor Bethesda, nor Arkane leadership," Manon told Game File. He said that the only acknowledgement came after the subject was brought up on the studio's internal chat system. "Arkane leadership invited everyone to be considerate when expressing their opinion, to maintain a peaceful exchange on the subject. They did not address the letter itself and remained neutral."Related:That silence has persisted over the past 10 days. Manon said that Microsoft was given a few hours' advance notice that workers were going public with their concerns. Despite that extra time, it's issued no internal response.Xbox has kept quiet on Microsoft's military contractsOn April 15, Microsoft announced it was undertaking a "formal review" of its contracts with the IDF. But even as more game developers join the ranks of employees protesting its role in the Gaza invasion, Xbox Game Studios has stayed strictly silent on the matter. The company only replied to our repeated quests for comment after Game Developer senior news editor Chris Kerr raised the topic during during our interview with Grounded 2 game director Chris Parker and Eidos Montreal creative director Justin Vazquez at Gamescom this week.During that conversation, PR representatives did not allow Vazquez and Parker to answer the question, later referring us back to Microsoft's April 15 blog.Said representatives also discouraged questions about Microsoft's decision to lay off over 9,000 employees on July 2, many of them employees of Xbox Game Studios subsidiaries like King and Zenimax. These layoffs also impacted the timing of the open letter published by the STJV workers at Arkane. Manon told Game File that the group was concerned the letter would be "muted" by the layoff news.Related:"Since then, it has been very difficult to find the correct timing, knowing that the situation in Gaza was deteriorating rapidly."Game Developer has reached out to Microsoft for comment on this story and will issue an update after the company responds.
    Like
    Love
    Wow
    Angry
    Sad
    421
    · 2 Commentaires ·0 Parts
  • Revisiting The Door Problem With Liz England - Game Developer Podcast Ep. 53

    System Era Softworks design director Liz England never set out to become an industry-wide name—but she did in 2014 when she published a blog called “The Door Problem.” She penned it to help people outside the game industry understand exactly what a game designer does…and it turns out, to motivate herself to get her personal website online.Years later "The Door Problem" is now required reading for young designers everywhere, largely for reasons beyond what England dreamed of when she jotted down that post. In the 11 years since she wrote that post, Liz has evolved from being a game designer to design director, and her perspective on “The Door Problem” has shifted. Today she’s not thinking as much about doors—more about how to help other designers pitch and build doors that fit the scope and vision for their game.What does good leadership look like in game design?England said she didn’t think there was any more to be added to “The Door Problem” even after 11 years. She’s been thinking more about how game design leadership can help developers solve their own “door problems” to make games in a more effective manner. That's not only meant improving her language for designing game design challenges—but looking back at leaders she looked up to earlier in her career.Related:About The Game Developer PodcastThe Game Developer podcast is a bi-weekly podcast chronicling the triumphs, catastrophes, and everything in-between of game development, sharing lessons and strategies fellow developers can use to hone their craft. The Game Developer Podcast is hosted by Bryant Francis, edited by Pierre Landriau, and features music by Mike Meehan.Follow Game Developer on Bluesky or on LinkedIn.Follow Liz England on Bluesky.
    #revisiting #door #problem #with #liz
    Revisiting The Door Problem With Liz England - Game Developer Podcast Ep. 53
    System Era Softworks design director Liz England never set out to become an industry-wide name—but she did in 2014 when she published a blog called “The Door Problem.” She penned it to help people outside the game industry understand exactly what a game designer does…and it turns out, to motivate herself to get her personal website online.Years later "The Door Problem" is now required reading for young designers everywhere, largely for reasons beyond what England dreamed of when she jotted down that post. In the 11 years since she wrote that post, Liz has evolved from being a game designer to design director, and her perspective on “The Door Problem” has shifted. Today she’s not thinking as much about doors—more about how to help other designers pitch and build doors that fit the scope and vision for their game.What does good leadership look like in game design?England said she didn’t think there was any more to be added to “The Door Problem” even after 11 years. She’s been thinking more about how game design leadership can help developers solve their own “door problems” to make games in a more effective manner. That's not only meant improving her language for designing game design challenges—but looking back at leaders she looked up to earlier in her career.Related:About The Game Developer PodcastThe Game Developer podcast is a bi-weekly podcast chronicling the triumphs, catastrophes, and everything in-between of game development, sharing lessons and strategies fellow developers can use to hone their craft. The Game Developer Podcast is hosted by Bryant Francis, edited by Pierre Landriau, and features music by Mike Meehan.Follow Game Developer on Bluesky or on LinkedIn.Follow Liz England on Bluesky. #revisiting #door #problem #with #liz
    Revisiting The Door Problem With Liz England - Game Developer Podcast Ep. 53
    www.gamedeveloper.com
    System Era Softworks design director Liz England never set out to become an industry-wide name—but she did in 2014 when she published a blog called “The Door Problem.” She penned it to help people outside the game industry understand exactly what a game designer does…and it turns out, to motivate herself to get her personal website online.Years later "The Door Problem" is now required reading for young designers everywhere, largely for reasons beyond what England dreamed of when she jotted down that post. In the 11 years since she wrote that post, Liz has evolved from being a game designer to design director, and her perspective on “The Door Problem” has shifted. Today she’s not thinking as much about doors—more about how to help other designers pitch and build doors that fit the scope and vision for their game.What does good leadership look like in game design?England said she didn’t think there was any more to be added to “The Door Problem” even after 11 years. She’s been thinking more about how game design leadership can help developers solve their own “door problems” to make games in a more effective manner. That's not only meant improving her language for designing game design challenges—but looking back at leaders she looked up to earlier in her career.Related:About The Game Developer PodcastThe Game Developer podcast is a bi-weekly podcast chronicling the triumphs, catastrophes, and everything in-between of game development, sharing lessons and strategies fellow developers can use to hone their craft. The Game Developer Podcast is hosted by Bryant Francis, edited by Pierre Landriau, and features music by Mike Meehan.Follow Game Developer on Bluesky or on LinkedIn.Follow Liz England on Bluesky.
    Like
    Love
    Wow
    Sad
    Angry
    308
    · 2 Commentaires ·0 Parts
  • Joseph Jegede’s Journey into Environment Art & 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 & 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 & 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
    Like
    Love
    Wow
    Sad
    Angry
    199
    · 2 Commentaires ·0 Parts
  • Hollow Knight: Silksong gets a release date after 7 years in development

    Team Cherry, developer of Hollow Knight, has announced a release date of September 4 for the long-awaited sequel, Hollow Knight: Silksong.Over 300,000 concurrent viewers gathered to watch the announcement via Team Cherry's YouTube channel earlier today. At the time of publication, roughly three hours later, the video has over 1.4 million views and counting.The numbers above encapsulate a fraction of the popularity around the sequel, which was announced back in 2019, two years after the release of Hollow Knight, which is a sprawling action-adventure game. Team Cherry hasn't run an extensive marketing cycle, aside from sporadic appearances in video game showcases from Xbox, Nintendo, and Gamescom. For a while, before any conference, people turned to the meme of expecting news of a release date for Silksong. This included industry figure Geoff Keighley, who joked about it on Monday of this week via X, ahead of his hosting Gamescom Opening Night Live, which took place on Tuesday.Team Cherry seems unaware of what Jira isHollow Knight sold over 2.8 million copies by 2019, two years after its release. It was, by all means, a successful launch for Team Cherry, an indie development team consisting primarily of three people. But the popularity continued to snowball from there. As of today, according to an interview with Bloomberg, Hollow Knight has sold 15 million copies.Related:Silksong has been in development for seven years now. When asked about why the dev cycle has taken this long, Team Cherry co-founders Ari Gibson and Willian Pellen said that they've been having fun, and that the project has been a vehicle for their creativity."It was never stuck or anything," Gibson told Bloomberg. "It was always progressing. It's just the case that we're a small team, and games take a lot of time. There wasn't any big controversial moment behind it."The idea for the sequel came from designing a DLC that progressively grew in scope, until the team realized that it could become a separate title altogether. According to the devs, that growth continued over time—in 2022, Team Cherry featured Silksong during an Xbox event that promised that all of the games shown would be out within a year. But that wasn't the case."I think we're always underestimating the amount of time and effort it'll take us to achieve things," Gibson told Bloomberg. "It's also that problem where, because we're having fun doing it, it's not like, 'It's taking longer, this is awful, we really need to get past this phase.' It's, 'This is a very enjoyable space to be in. Let's perpetuate this with some new ideas.'"Related:According to Team Cherry, maintaining the team small saved them from having to manage and delegate, even if that led to extended production time. The co-founders are joined by programmer Jack Vine, composer Chris Larking, and "a few contractors" who helped with programming and testing."We don't want to mess with the formula and then find out it's not fun," Gibson said. "I used to manage teams in past lives. I don't really want to do that ever again."This methodology has allowed for a distinct approach to developing a game, to the point where the team seems unaware of task-management applications. Gibson asked "What is Jira?" when prompted if they had used it at some point. Meanwhile, Pellen wondered "Is it software?" and added that the team briefly used Trello before their account was deactivated for lack of use.
    #hollow #knight #silksong #gets #release
    Hollow Knight: Silksong gets a release date after 7 years in development
    Team Cherry, developer of Hollow Knight, has announced a release date of September 4 for the long-awaited sequel, Hollow Knight: Silksong.Over 300,000 concurrent viewers gathered to watch the announcement via Team Cherry's YouTube channel earlier today. At the time of publication, roughly three hours later, the video has over 1.4 million views and counting.The numbers above encapsulate a fraction of the popularity around the sequel, which was announced back in 2019, two years after the release of Hollow Knight, which is a sprawling action-adventure game. Team Cherry hasn't run an extensive marketing cycle, aside from sporadic appearances in video game showcases from Xbox, Nintendo, and Gamescom. For a while, before any conference, people turned to the meme of expecting news of a release date for Silksong. This included industry figure Geoff Keighley, who joked about it on Monday of this week via X, ahead of his hosting Gamescom Opening Night Live, which took place on Tuesday.Team Cherry seems unaware of what Jira isHollow Knight sold over 2.8 million copies by 2019, two years after its release. It was, by all means, a successful launch for Team Cherry, an indie development team consisting primarily of three people. But the popularity continued to snowball from there. As of today, according to an interview with Bloomberg, Hollow Knight has sold 15 million copies.Related:Silksong has been in development for seven years now. When asked about why the dev cycle has taken this long, Team Cherry co-founders Ari Gibson and Willian Pellen said that they've been having fun, and that the project has been a vehicle for their creativity."It was never stuck or anything," Gibson told Bloomberg. "It was always progressing. It's just the case that we're a small team, and games take a lot of time. There wasn't any big controversial moment behind it."The idea for the sequel came from designing a DLC that progressively grew in scope, until the team realized that it could become a separate title altogether. According to the devs, that growth continued over time—in 2022, Team Cherry featured Silksong during an Xbox event that promised that all of the games shown would be out within a year. But that wasn't the case."I think we're always underestimating the amount of time and effort it'll take us to achieve things," Gibson told Bloomberg. "It's also that problem where, because we're having fun doing it, it's not like, 'It's taking longer, this is awful, we really need to get past this phase.' It's, 'This is a very enjoyable space to be in. Let's perpetuate this with some new ideas.'"Related:According to Team Cherry, maintaining the team small saved them from having to manage and delegate, even if that led to extended production time. The co-founders are joined by programmer Jack Vine, composer Chris Larking, and "a few contractors" who helped with programming and testing."We don't want to mess with the formula and then find out it's not fun," Gibson said. "I used to manage teams in past lives. I don't really want to do that ever again."This methodology has allowed for a distinct approach to developing a game, to the point where the team seems unaware of task-management applications. Gibson asked "What is Jira?" when prompted if they had used it at some point. Meanwhile, Pellen wondered "Is it software?" and added that the team briefly used Trello before their account was deactivated for lack of use. #hollow #knight #silksong #gets #release
    Hollow Knight: Silksong gets a release date after 7 years in development
    www.gamedeveloper.com
    Team Cherry, developer of Hollow Knight, has announced a release date of September 4 for the long-awaited sequel, Hollow Knight: Silksong.Over 300,000 concurrent viewers gathered to watch the announcement via Team Cherry's YouTube channel earlier today. At the time of publication, roughly three hours later, the video has over 1.4 million views and counting.The numbers above encapsulate a fraction of the popularity around the sequel, which was announced back in 2019, two years after the release of Hollow Knight, which is a sprawling action-adventure game. Team Cherry hasn't run an extensive marketing cycle, aside from sporadic appearances in video game showcases from Xbox, Nintendo, and Gamescom. For a while, before any conference, people turned to the meme of expecting news of a release date for Silksong. This included industry figure Geoff Keighley, who joked about it on Monday of this week via X (formerly Twitter), ahead of his hosting Gamescom Opening Night Live, which took place on Tuesday.Team Cherry seems unaware of what Jira isHollow Knight sold over 2.8 million copies by 2019, two years after its release. It was, by all means, a successful launch for Team Cherry, an indie development team consisting primarily of three people. But the popularity continued to snowball from there. As of today, according to an interview with Bloomberg, Hollow Knight has sold 15 million copies.Related:Silksong has been in development for seven years now. When asked about why the dev cycle has taken this long, Team Cherry co-founders Ari Gibson and Willian Pellen said that they've been having fun, and that the project has been a vehicle for their creativity."It was never stuck or anything," Gibson told Bloomberg. "It was always progressing. It's just the case that we're a small team, and games take a lot of time. There wasn't any big controversial moment behind it."The idea for the sequel came from designing a DLC that progressively grew in scope, until the team realized that it could become a separate title altogether. According to the devs, that growth continued over time—in 2022, Team Cherry featured Silksong during an Xbox event that promised that all of the games shown would be out within a year. But that wasn't the case."I think we're always underestimating the amount of time and effort it'll take us to achieve things," Gibson told Bloomberg. "It's also that problem where, because we're having fun doing it, it's not like, 'It's taking longer, this is awful, we really need to get past this phase.' It's, 'This is a very enjoyable space to be in. Let's perpetuate this with some new ideas.'"Related:According to Team Cherry, maintaining the team small saved them from having to manage and delegate, even if that led to extended production time. The co-founders are joined by programmer Jack Vine, composer Chris Larking, and "a few contractors" who helped with programming and testing."We don't want to mess with the formula and then find out it's not fun," Gibson said. "I used to manage teams in past lives. I don't really want to do that ever again."This methodology has allowed for a distinct approach to developing a game, to the point where the team seems unaware of task-management applications. Gibson asked "What is Jira?" when prompted if they had used it at some point. Meanwhile, Pellen wondered "Is it software?" and added that the team briefly used Trello before their account was deactivated for lack of use.
    2 Commentaires ·0 Parts
  • Payments in the Americas

    The Americas, led by the United States, Canada, and Brazil, now account for more than billion USD in annual video game revenue. This is one of the most valuable and competitive regions in global gaming, where success depends not just on great content, but on delivering seamless, localized checkout experiences. As players across North and South America demand more control, flexibility, and speed when making purchases, the payment methods developers offer can directly impact revenue, retention, and market expansion.Meeting gamers wherever they want to pay is no longer optional.United States: Faster and installment options gain steamIn the U.S., traditional credit and debit card dominance is waning. Players are adopting faster, bank-linked payment options and installment-based methods that offer both security and flexibility.Pay by Bank has rapidly grown in popularity, especially among mobile and younger users who prioritize speed and security. As of early 2025, nearly 9 million Americans use Pay by Bank each month. With major retailers backing the method, transaction volume is expected to surpass billion this year.In parallel, Affirm has emerged as a top Buy Now, Pay Laterprovider in the U.S. and beyond. Affirm has processed over billion in transactions over the past five years and now serves nearly 17 million active users. By enabling purchases in manageable installments, BNPL increases accessibility and boosts average transaction size, especially for higher-value bundles, subscriptions, and digital add-ons.Canada: Flexibility drives adoptionThe Canadian market shares many consumer behaviors with its U.S. counterpart, but it has its own unique payment dynamics. Canadian gamers, particularly younger ones, are showing strong demand for installment-based options that give them more control over spending.Affirm’s footprint in Canada is expanding fast. As of February 2025, Affirm is integrated at checkout across more than 279,000 retailers. This early adoption wave shows how developers can gain an edge by offering localized, flexible payments tuned to consumer expectations.Brazil: Mobile-first, subscription-readyBrazil stands out as one of the most mobile-driven gaming economies globally. Recurring payments and digital wallets are the default here, not the exception.Mercado Pago is one of the most widely adopted payment platforms in Brazil. As of Q1 2025, it reported 64 million monthly active users—a 31% year-over-year increase. For game developers, this platform isn’t just another option—it’s critical infrastructure. Its recurring billing features make it especially well-suited to live service games, battle passes, and subscription models.By adding support for Mercado Pago, Xsolla helps developers enable long-term monetization and retention while removing friction for a massive mobile audience that expects fast, familiar, and reliable payment flows.One infrastructure, multiple marketsThese regional payment trends aren’t just interesting; they’re actionable. Developers who integrate local methods can significantly increase conversion rates, reduce purchase drop-offs, and build trust in highly competitive markets.Platforms like Xsolla Pay Station now provide integrated support for these local options: Pay by Bank, coming soon in the U.S., Affirm in both the U.S. andCanada, and recurring billing via Mercado Pago in Brazil. With a single implementation, developers can reach more players using payment tools they already trust.Why it mattersThe stakes are high. Without support for local payment methods, developers risk underperforming in key markets. A generic global checkout can’t match the expectations of users who are used to specific transaction styles, like fast confirmation via Pay by Bank or the flexibility of BNPL.And when users don’t see familiar, trusted options, they abandon their carts. That’s not just a missed opportunity, it’s a loss of lifetime value. Retention and loyalty begin at the first purchase. Providing secure, localized checkout experiences lays the foundation for long-term engagement.What developers should do nowTo grow in the Americas, it’s no longer enough to simply localize game content. Payment localization is equally vital. Developers expanding into the U.S., Canada, or Brazil should evaluate whether their current checkout options match how players in those countries actually prefer to pay.Supporting Pay by Bank and Affirm in the U.S. opens the door to millions of gamers who want speed and flexibility. Adding Affirm in Canada addresses a growing demand among younger users. Enabling recurring billing through Mercado Pago in Brazil unlocks subscription revenue in a market that’s mobile-first by default.As the competitive landscape shifts, aligning payment infrastructure with regional preferences isn’t just smart, it’s essential. Game developers who do it well will not only unlock more revenue but also build stronger, more loyal player communities in the process.Read the original article here
    #payments #americas
    Payments in the Americas
    The Americas, led by the United States, Canada, and Brazil, now account for more than billion USD in annual video game revenue. This is one of the most valuable and competitive regions in global gaming, where success depends not just on great content, but on delivering seamless, localized checkout experiences. As players across North and South America demand more control, flexibility, and speed when making purchases, the payment methods developers offer can directly impact revenue, retention, and market expansion.Meeting gamers wherever they want to pay is no longer optional.United States: Faster and installment options gain steamIn the U.S., traditional credit and debit card dominance is waning. Players are adopting faster, bank-linked payment options and installment-based methods that offer both security and flexibility.Pay by Bank has rapidly grown in popularity, especially among mobile and younger users who prioritize speed and security. As of early 2025, nearly 9 million Americans use Pay by Bank each month. With major retailers backing the method, transaction volume is expected to surpass billion this year.In parallel, Affirm has emerged as a top Buy Now, Pay Laterprovider in the U.S. and beyond. Affirm has processed over billion in transactions over the past five years and now serves nearly 17 million active users. By enabling purchases in manageable installments, BNPL increases accessibility and boosts average transaction size, especially for higher-value bundles, subscriptions, and digital add-ons.Canada: Flexibility drives adoptionThe Canadian market shares many consumer behaviors with its U.S. counterpart, but it has its own unique payment dynamics. Canadian gamers, particularly younger ones, are showing strong demand for installment-based options that give them more control over spending.Affirm’s footprint in Canada is expanding fast. As of February 2025, Affirm is integrated at checkout across more than 279,000 retailers. This early adoption wave shows how developers can gain an edge by offering localized, flexible payments tuned to consumer expectations.Brazil: Mobile-first, subscription-readyBrazil stands out as one of the most mobile-driven gaming economies globally. Recurring payments and digital wallets are the default here, not the exception.Mercado Pago is one of the most widely adopted payment platforms in Brazil. As of Q1 2025, it reported 64 million monthly active users—a 31% year-over-year increase. For game developers, this platform isn’t just another option—it’s critical infrastructure. Its recurring billing features make it especially well-suited to live service games, battle passes, and subscription models.By adding support for Mercado Pago, Xsolla helps developers enable long-term monetization and retention while removing friction for a massive mobile audience that expects fast, familiar, and reliable payment flows.One infrastructure, multiple marketsThese regional payment trends aren’t just interesting; they’re actionable. Developers who integrate local methods can significantly increase conversion rates, reduce purchase drop-offs, and build trust in highly competitive markets.Platforms like Xsolla Pay Station now provide integrated support for these local options: Pay by Bank, coming soon in the U.S., Affirm in both the U.S. andCanada, and recurring billing via Mercado Pago in Brazil. With a single implementation, developers can reach more players using payment tools they already trust.Why it mattersThe stakes are high. Without support for local payment methods, developers risk underperforming in key markets. A generic global checkout can’t match the expectations of users who are used to specific transaction styles, like fast confirmation via Pay by Bank or the flexibility of BNPL.And when users don’t see familiar, trusted options, they abandon their carts. That’s not just a missed opportunity, it’s a loss of lifetime value. Retention and loyalty begin at the first purchase. Providing secure, localized checkout experiences lays the foundation for long-term engagement.What developers should do nowTo grow in the Americas, it’s no longer enough to simply localize game content. Payment localization is equally vital. Developers expanding into the U.S., Canada, or Brazil should evaluate whether their current checkout options match how players in those countries actually prefer to pay.Supporting Pay by Bank and Affirm in the U.S. opens the door to millions of gamers who want speed and flexibility. Adding Affirm in Canada addresses a growing demand among younger users. Enabling recurring billing through Mercado Pago in Brazil unlocks subscription revenue in a market that’s mobile-first by default.As the competitive landscape shifts, aligning payment infrastructure with regional preferences isn’t just smart, it’s essential. Game developers who do it well will not only unlock more revenue but also build stronger, more loyal player communities in the process.Read the original article here #payments #americas
    Payments in the Americas
    80.lv
    The Americas, led by the United States, Canada, and Brazil, now account for more than $100 billion USD in annual video game revenue. This is one of the most valuable and competitive regions in global gaming, where success depends not just on great content, but on delivering seamless, localized checkout experiences. As players across North and South America demand more control, flexibility, and speed when making purchases, the payment methods developers offer can directly impact revenue, retention, and market expansion.Meeting gamers wherever they want to pay is no longer optional.United States: Faster and installment options gain steamIn the U.S., traditional credit and debit card dominance is waning. Players are adopting faster, bank-linked payment options and installment-based methods that offer both security and flexibility.Pay by Bank has rapidly grown in popularity, especially among mobile and younger users who prioritize speed and security. As of early 2025, nearly 9 million Americans use Pay by Bank each month. With major retailers backing the method, transaction volume is expected to surpass $100 billion this year.In parallel, Affirm has emerged as a top Buy Now, Pay Later (BNPL) provider in the U.S. and beyond. Affirm has processed over $75 billion in transactions over the past five years and now serves nearly 17 million active users. By enabling purchases in manageable installments, BNPL increases accessibility and boosts average transaction size, especially for higher-value bundles, subscriptions, and digital add-ons.Canada: Flexibility drives adoptionThe Canadian market shares many consumer behaviors with its U.S. counterpart, but it has its own unique payment dynamics. Canadian gamers, particularly younger ones, are showing strong demand for installment-based options that give them more control over spending.Affirm’s footprint in Canada is expanding fast. As of February 2025, Affirm is integrated at checkout across more than 279,000 retailers. This early adoption wave shows how developers can gain an edge by offering localized, flexible payments tuned to consumer expectations.Brazil: Mobile-first, subscription-readyBrazil stands out as one of the most mobile-driven gaming economies globally. Recurring payments and digital wallets are the default here, not the exception.Mercado Pago is one of the most widely adopted payment platforms in Brazil. As of Q1 2025, it reported 64 million monthly active users—a 31% year-over-year increase. For game developers, this platform isn’t just another option—it’s critical infrastructure. Its recurring billing features make it especially well-suited to live service games, battle passes, and subscription models.By adding support for Mercado Pago, Xsolla helps developers enable long-term monetization and retention while removing friction for a massive mobile audience that expects fast, familiar, and reliable payment flows.One infrastructure, multiple marketsThese regional payment trends aren’t just interesting; they’re actionable. Developers who integrate local methods can significantly increase conversion rates, reduce purchase drop-offs, and build trust in highly competitive markets.Platforms like Xsolla Pay Station now provide integrated support for these local options: Pay by Bank, coming soon in the U.S., Affirm in both the U.S. and (soon) Canada, and recurring billing via Mercado Pago in Brazil. With a single implementation, developers can reach more players using payment tools they already trust.Why it mattersThe stakes are high. Without support for local payment methods, developers risk underperforming in key markets. A generic global checkout can’t match the expectations of users who are used to specific transaction styles, like fast confirmation via Pay by Bank or the flexibility of BNPL.And when users don’t see familiar, trusted options, they abandon their carts. That’s not just a missed opportunity, it’s a loss of lifetime value. Retention and loyalty begin at the first purchase. Providing secure, localized checkout experiences lays the foundation for long-term engagement.What developers should do nowTo grow in the Americas, it’s no longer enough to simply localize game content. Payment localization is equally vital. Developers expanding into the U.S., Canada, or Brazil should evaluate whether their current checkout options match how players in those countries actually prefer to pay.Supporting Pay by Bank and Affirm in the U.S. opens the door to millions of gamers who want speed and flexibility. Adding Affirm in Canada addresses a growing demand among younger users. Enabling recurring billing through Mercado Pago in Brazil unlocks subscription revenue in a market that’s mobile-first by default.As the competitive landscape shifts, aligning payment infrastructure with regional preferences isn’t just smart, it’s essential. Game developers who do it well will not only unlock more revenue but also build stronger, more loyal player communities in the process.Read the original article here
    2 Commentaires ·0 Parts
ollo https://www.ollo.ws