• Fur Grooming Techniques For Realistic Stitch In Blender

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

    المطورين في Infold Games جايين بتحديث ثاني هالشهر، بعد "Blue Tears Season" اللي فات، تقدروا تتوقعوا "Danqing Season" قريباً. اللعبة هذي تحفة، تتيح لك تنغمس في عالم مفتوح وتبدع في تصميم الأزياء.

    شخصياً، أنا متحمس بزاف للتحديثات هذي، كل مرة يضيفوا فيها عناصر جديدة تخلي اللعبة أكثر إثارة. كاين حاجة مميزة في تجربة تصميم الأزياء واللعب مع الأصدقاء، تحس بإنك في عالم فني خاص.

    ما تنساوش تشوفوا تفاصيل التحديث الجديد، راح يجيب معاه مفاجآت مبهرة!

    https://www.vg247.com/infinity-nikki-update-1-8-danqing-season
    #InfinityNikki #تحديث #الـGaming #DanqingSeason #ألعاب
    🎉 يا جماعة، هل عرفتو أن "Infinity Nikki" راح تجيب لنا تحديث كبير جديد؟! 📅 هالخبر طلعلي كي كنت نشوف في القهوة مع الأصدقاء وكنا نحكيوا عن ألعابنا المفضلة! المطورين في Infold Games جايين بتحديث ثاني هالشهر، بعد "Blue Tears Season" اللي فات، تقدروا تتوقعوا "Danqing Season" قريباً. اللعبة هذي تحفة، تتيح لك تنغمس في عالم مفتوح وتبدع في تصميم الأزياء. 🔮✨ شخصياً، أنا متحمس بزاف للتحديثات هذي، كل مرة يضيفوا فيها عناصر جديدة تخلي اللعبة أكثر إثارة. كاين حاجة مميزة في تجربة تصميم الأزياء واللعب مع الأصدقاء، تحس بإنك في عالم فني خاص. ما تنساوش تشوفوا تفاصيل التحديث الجديد، راح يجيب معاه مفاجآت مبهرة! https://www.vg247.com/infinity-nikki-update-1-8-danqing-season #InfinityNikki #تحديث #الـGaming #DanqingSeason #ألعاب
    Infinity Nikki is about to get another big update that's very inky
    www.vg247.com
    Infold Games is about to deliver another Infinity Nikki update, the second one to arrive this month in the free-to-play, open-world adventure dress up game. After Blue Tears Season in early July, soon arrives Danqing Season. Read more
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  • يا جماعة، شفتوا آخر أخبار "Infinity Nikki"؟ اللعبة اللي كنا نلعبوها ونحبوها، رجعت تحبوها أكثر!

    الـSteam reviews تاعها بداية تولي إيجابية، و هذا قبل ما يجي التحديث الجديد. آخر تحديث كان في جوان، و جاب معاه بزاف دي محتويات جديدة، بما في ذلك الـoutfits اللي كلنا نحبوا نبدلوا فيهم. كل هذا تحت ثيم الحكايات الخيالية. يعني راهي تحوس على قلبنا وحبها الجديد راهو يشتغل!

    صراحة، دايماً كنت نحب كيفاش نبدل في الشخصيات ونتخيل نفسي كأميرة! الحين مع التحديثات، حسيت روحي في عالم آخر. الله يرحم زمن لي كنا نلعبو فيه بلا هموم!

    بالمختصر، حنا في انتظار المزيد من المفاجآت والستايلات الجديدة. وش نقولو، كلنا حابين نلبسو ونبرقو في عالم الحكايات!

    https://www.vg247.com/infinity-nikki-blue-tears-season-1-
    يا جماعة، شفتوا آخر أخبار "Infinity Nikki"؟ اللعبة اللي كنا نلعبوها ونحبوها، رجعت تحبوها أكثر! 😄 الـSteam reviews تاعها بداية تولي إيجابية، و هذا قبل ما يجي التحديث الجديد. آخر تحديث كان في جوان، و جاب معاه بزاف دي محتويات جديدة، بما في ذلك الـoutfits اللي كلنا نحبوا نبدلوا فيهم. كل هذا تحت ثيم الحكايات الخيالية. يعني راهي تحوس على قلبنا وحبها الجديد راهو يشتغل! 🎮✨ صراحة، دايماً كنت نحب كيفاش نبدل في الشخصيات ونتخيل نفسي كأميرة! الحين مع التحديثات، حسيت روحي في عالم آخر. الله يرحم زمن لي كنا نلعبو فيه بلا هموم! 😉 بالمختصر، حنا في انتظار المزيد من المفاجآت والستايلات الجديدة. وش نقولو، كلنا حابين نلبسو ونبرقو في عالم الحكايات! https://www.vg247.com/infinity-nikki-blue-tears-season-1-
    Infinity Nikki's Steam reviews are turning positive, just in time for the game's next update
    www.vg247.com
    It’s been a little while since Infinity Nikki received a big update. The game’s most recent one dropped about a month ago in June, bringing a fair bit of new content - including, of course, outfits - to the dress-up game, all following a
    1 Commentaires ·0 Parts
  • Tear & Stretch This Cloth Simulation In Your Browser

    Honestly, there's no such thing as too many interactive browser-based simulations. Software Engineer Michal Zalobny has created a cloth simulation from scratch, rendered using his custom WebGL2 engine.To boost performance, all points and joints are instanced, and Michal has applied quaternion math to accurately define the orientation of the joints. He was inspired by an article by Marian Pekár on how to use Verlet integration to write a simple 2D cloth simulation with C++.Give it a try here, and have a look at Claudio Z.'s similar cloth simulation that tears when dragged by the mouse:Of course, Claudio Z. has also made his project available online: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.
    #tear #ampamp #stretch #this #cloth
    Tear & Stretch This Cloth Simulation In Your Browser
    Honestly, there's no such thing as too many interactive browser-based simulations. Software Engineer Michal Zalobny has created a cloth simulation from scratch, rendered using his custom WebGL2 engine.To boost performance, all points and joints are instanced, and Michal has applied quaternion math to accurately define the orientation of the joints. He was inspired by an article by Marian Pekár on how to use Verlet integration to write a simple 2D cloth simulation with C++.Give it a try here, and have a look at Claudio Z.'s similar cloth simulation that tears when dragged by the mouse:Of course, Claudio Z. has also made his project available online: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. #tear #ampamp #stretch #this #cloth
    Tear & Stretch This Cloth Simulation In Your Browser
    80.lv
    Honestly, there's no such thing as too many interactive browser-based simulations. Software Engineer Michal Zalobny has created a cloth simulation from scratch, rendered using his custom WebGL2 engine.To boost performance, all points and joints are instanced, and Michal has applied quaternion math to accurately define the orientation of the joints. He was inspired by an article by Marian Pekár on how to use Verlet integration to write a simple 2D cloth simulation with C++.Give it a try here, and have a look at Claudio Z.'s similar cloth simulation that tears when dragged by the mouse:Of course, Claudio Z. has also made his project available online: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.
    2 Commentaires ·0 Parts
  • The hottest upcoming horror game releases of 2025 and beyond

    It’s not quite the designated Spooky Season yet, but there’s something about hot summer nights that makes the thought of body-chilling horror hit much harder. Fortunately for fans of the creepy, bloody, and frightening, there are noteworthy PS5 horror games on their way that’ll stick around in your nightmares.

    Still, true terror is a year-round experience. So, we’ll be looking at releases further forward as well—into the 2025 Halloween season, and even further beyond into the harsh, unforgiving winter months of 2026. Steel yourselves, players, because between atmospheric indies, classic reimaginings, and blockbuster sequels, the next several months will offer a harvest of the finest frights.

    Play Video

    Killing Floor 3

    Release Date: July 24, 2025Developer: Tripwire InteractivePublisher: Tripwire Interactive

    Sometimes, all you can do in the face of massive, encroaching horror is fight back with the biggest, baddest weapons and the bravest companions that you can. Gather a group of up to four friendsand take the role of one of six different types of specialists to lay waste to the hordes of monstrous Zeds. The enhanced M.E.A.T.system makes every shot, slice, and stab interact with enemies and the environment in realistic, satisfying detail.

    Play Video

    Cronos: The New Dawn

    Release Date: September 5, 2025Developer: Bloober TeamPublisher: Bloober Team

    Time comes for us all eventually, but in the future of Cronos, it looks like humanity’s time is almost up. Surviving the attacks of the hideous, once-human terrors of this bleak future and ensuring their remains are incinerated before they merge into bigger threats is already a challenge, but the only glimmer of hope seems even more impossible: extracting the souls of those involved in The Change from decades ago into the future. As these souls aid and augment you, they also haunt you. Will you be able to endure an ordeal that transcends time?

    Play Video

    Dying Light: The Beast

    Release Date: September 19, 2025Developer: TechlandPublisher: Techland

    Kyle Crane, the protagonist of the original Dying Light, has a grudge—he’s still dealing with the aftereffects of years of unethical experimentation on his body. He’s left as something not quite human, but not quite undead, and he wants revenge on the Baron who did this to him. The monstrous hordes infesting the once-scenic Castor Woods aren’t going to make this easy for him, either—especially once the sun sets and they get really vicious. It’s up to you to use all of Kyle’s abilities to survive solo or in up to four-player co-op play.

    Play Video

    Silent Hill f

    Release Date: September 25, 2025Developer: NeoBards EntertainmentPublisher: Konami Digital Entertainment

    The all-time great horror series re-invents itself with a new setting, but keeps all of the psychological horror you know and love. Travel back to the ’60s in fog-filled Ebisugaoka, Japan, where young Hinako Shimizu’s ordinary schoolgirl life has been taking some very disturbing turns. Famed visual novel writer Ryukishi07 has developed a setting and narrative that combines the classic atmosphere and madness of the Silent Hill series with the best of Japanese horror traditions. Longtime series fans and newcomers alike won’t want to miss this one.

    Play Video

    Little Nightmares 3

    Release Date: October 10, 2025 Developer: SuperMassive GamesPublisher: Bandai Namco Games

    The cult classic horror adventure game returns with a new duo of adventurers and a new realm of terror. Two youths, Low and Alone, find themselves in the Nowhere—a world that exists beyond human sleep and is filled with the abominations of our unconscious. Using Low’s bow and Alone’s wrench, you’ll need to figure out how to navigate this wasteland and conquer its threats. You won’t have to face these nightmares alone, however, as Little Nightmares 3 offers co-op play in a series first.

    Play Video

    Crisol: Theater of Idols

    Release Date: 2025Developer: Vermila StudiosPublisher: Blumhouse Games

    In the alternate-universe Spain of Crisol, faith and folklore have melded to create a realm of twisted devotion and idolatry. As the warrior Gabriel, you have been sent to the accursed island of Tormentosa, where wicked cults hold demonic ceremonies and beautiful yet horrifying graven images move in a mockery of life. Your blood acts as both your life force and your weapon ammunition, adding a terrifying twist to already intense combat. In the end, how will your blood be shed?

    Play Video

    Resident Evil Requiem

    Release Date: February 27, 2026Developer: CapcomPublisher: Capcom

    Ahh, Raccoon City, how we’ve missed you. The ninth entry in the trailblazing survival horror series goes back to where it all began, bringing back some classic storyline threads along with it. FBI intelligence analyst Grace Ashcroft takes the starring role this time around. Her mother was murdered while looking for information on the mysterious Wrenwood Hotel, leading Grace into a life of her own investigation. When Grace revisits the Raccoon City incidents, what will she discover? Resident Evil Requiem is due out in February 2026, and we can’t think of a better anniversary celebration.

    Play Video

    Reanimal

    Release Date: 2026Developer: Tarsier StudiosPublisher: THQ Nordic

    Familial bonds are put to the test in Reanimal. Two young orphans are put through a living hell on a dark, isolated island, facing both mutated monstrosities and representations of their own trauma. Local and online co-op allows you and a companion to fight your way through this oppressive world together, and a dynamic camera designed to constantly ratchet up the fear and tension will keep you on your toes throughout.

    Play Video

    End of Abyss

    Release Date: 2026Developer: Section 9Publisher: Epic Games

    Deep underground lies a seemingly abandoned complex—but a strange message has emerged from its forgotten depths. The technician Cel goes down to investigate the source of the signal, only to encounter a dim, claustrophobic world of tunnels, eerie glows, and aggressive creatures that appear to be both organic and mechanical. The top-down perspective of End of Abyss allows for players to feel the weight of the atmosphere and the tension of exploration, as the mystery beckons them ever deeper.

    Play Video

    Directive 8020

    Release Date: 2026Developer: SuperMassive GamesPublisher: SuperMassive Games

    Tau ceti f looked like a potential new home for humanity. Then the ship Cassiopeia crashed there, and our assumptions were proven extremely wrong. The latest in the Dark Pictures horror game anthology series, Directive 8020 puts five heroes with few defenses on an unfamiliar planet, where they’re pursued by a shapeshifting organism. The Turning Points feature allows players to rewind back to pivotal scenes and make different choices to see new outcomes, but will you have it in you to make the hardest choices of all?

    Play Video

    ILL

    Release Date: To be announcedDeveloper: Team Clout/MundfishPublisher: Team Clout

    A mysterious fort in a desolate world acts as the setting for the highly-anticipated horror-action game ILL. The narrative will draw you in, but the encounters will leave you shaking. As you explore the fort’s halls, you’ll come face-to-face with some truly unsettling creatures that look and move as though they were torn directly from your nightmares. You’ll need to use your limited resources wisely, wielding and crafting weapons before tearing the freaks apart in physics-driven, ultra-gory combat.

    Play Video

    Clive Barker’s Hellraiser: Revival

    Release Date: To be announcedDeveloper: Saber InteractivePublisher: Saber Interactive

    Hellraiser: Revival is a single-player, first-person action survival horror experience that will put you into the dark world of Clive Barker’s twisted imagination. Play as Aidan, the protagonist in the story who must fight with various melee and ranged weapons, and use the mystical powers of the Genesis Configuration to take down unholy enemies.  Finding a way to survive your bargain with the infamous Pinhead and help your girlfriend Sunny escape is never as simple as it seems in a world filled with Cenobites, cultists, deviants, and the realm of torture and pain that is the Labyrinth.  

    *Release dates shown are correct at time of publish but subject to change.
    #hottest #upcoming #horror #game #releases
    The hottest upcoming horror game releases of 2025 and beyond
    It’s not quite the designated Spooky Season yet, but there’s something about hot summer nights that makes the thought of body-chilling horror hit much harder. Fortunately for fans of the creepy, bloody, and frightening, there are noteworthy PS5 horror games on their way that’ll stick around in your nightmares. Still, true terror is a year-round experience. So, we’ll be looking at releases further forward as well—into the 2025 Halloween season, and even further beyond into the harsh, unforgiving winter months of 2026. Steel yourselves, players, because between atmospheric indies, classic reimaginings, and blockbuster sequels, the next several months will offer a harvest of the finest frights. Play Video Killing Floor 3 Release Date: July 24, 2025Developer: Tripwire InteractivePublisher: Tripwire Interactive Sometimes, all you can do in the face of massive, encroaching horror is fight back with the biggest, baddest weapons and the bravest companions that you can. Gather a group of up to four friendsand take the role of one of six different types of specialists to lay waste to the hordes of monstrous Zeds. The enhanced M.E.A.T.system makes every shot, slice, and stab interact with enemies and the environment in realistic, satisfying detail. Play Video Cronos: The New Dawn Release Date: September 5, 2025Developer: Bloober TeamPublisher: Bloober Team Time comes for us all eventually, but in the future of Cronos, it looks like humanity’s time is almost up. Surviving the attacks of the hideous, once-human terrors of this bleak future and ensuring their remains are incinerated before they merge into bigger threats is already a challenge, but the only glimmer of hope seems even more impossible: extracting the souls of those involved in The Change from decades ago into the future. As these souls aid and augment you, they also haunt you. Will you be able to endure an ordeal that transcends time? Play Video Dying Light: The Beast Release Date: September 19, 2025Developer: TechlandPublisher: Techland Kyle Crane, the protagonist of the original Dying Light, has a grudge—he’s still dealing with the aftereffects of years of unethical experimentation on his body. He’s left as something not quite human, but not quite undead, and he wants revenge on the Baron who did this to him. The monstrous hordes infesting the once-scenic Castor Woods aren’t going to make this easy for him, either—especially once the sun sets and they get really vicious. It’s up to you to use all of Kyle’s abilities to survive solo or in up to four-player co-op play. Play Video Silent Hill f Release Date: September 25, 2025Developer: NeoBards EntertainmentPublisher: Konami Digital Entertainment The all-time great horror series re-invents itself with a new setting, but keeps all of the psychological horror you know and love. Travel back to the ’60s in fog-filled Ebisugaoka, Japan, where young Hinako Shimizu’s ordinary schoolgirl life has been taking some very disturbing turns. Famed visual novel writer Ryukishi07 has developed a setting and narrative that combines the classic atmosphere and madness of the Silent Hill series with the best of Japanese horror traditions. Longtime series fans and newcomers alike won’t want to miss this one. Play Video Little Nightmares 3 Release Date: October 10, 2025 Developer: SuperMassive GamesPublisher: Bandai Namco Games The cult classic horror adventure game returns with a new duo of adventurers and a new realm of terror. Two youths, Low and Alone, find themselves in the Nowhere—a world that exists beyond human sleep and is filled with the abominations of our unconscious. Using Low’s bow and Alone’s wrench, you’ll need to figure out how to navigate this wasteland and conquer its threats. You won’t have to face these nightmares alone, however, as Little Nightmares 3 offers co-op play in a series first. Play Video Crisol: Theater of Idols Release Date: 2025Developer: Vermila StudiosPublisher: Blumhouse Games In the alternate-universe Spain of Crisol, faith and folklore have melded to create a realm of twisted devotion and idolatry. As the warrior Gabriel, you have been sent to the accursed island of Tormentosa, where wicked cults hold demonic ceremonies and beautiful yet horrifying graven images move in a mockery of life. Your blood acts as both your life force and your weapon ammunition, adding a terrifying twist to already intense combat. In the end, how will your blood be shed? Play Video Resident Evil Requiem Release Date: February 27, 2026Developer: CapcomPublisher: Capcom Ahh, Raccoon City, how we’ve missed you. The ninth entry in the trailblazing survival horror series goes back to where it all began, bringing back some classic storyline threads along with it. FBI intelligence analyst Grace Ashcroft takes the starring role this time around. Her mother was murdered while looking for information on the mysterious Wrenwood Hotel, leading Grace into a life of her own investigation. When Grace revisits the Raccoon City incidents, what will she discover? Resident Evil Requiem is due out in February 2026, and we can’t think of a better anniversary celebration. Play Video Reanimal Release Date: 2026Developer: Tarsier StudiosPublisher: THQ Nordic Familial bonds are put to the test in Reanimal. Two young orphans are put through a living hell on a dark, isolated island, facing both mutated monstrosities and representations of their own trauma. Local and online co-op allows you and a companion to fight your way through this oppressive world together, and a dynamic camera designed to constantly ratchet up the fear and tension will keep you on your toes throughout. Play Video End of Abyss Release Date: 2026Developer: Section 9Publisher: Epic Games Deep underground lies a seemingly abandoned complex—but a strange message has emerged from its forgotten depths. The technician Cel goes down to investigate the source of the signal, only to encounter a dim, claustrophobic world of tunnels, eerie glows, and aggressive creatures that appear to be both organic and mechanical. The top-down perspective of End of Abyss allows for players to feel the weight of the atmosphere and the tension of exploration, as the mystery beckons them ever deeper. Play Video Directive 8020 Release Date: 2026Developer: SuperMassive GamesPublisher: SuperMassive Games Tau ceti f looked like a potential new home for humanity. Then the ship Cassiopeia crashed there, and our assumptions were proven extremely wrong. The latest in the Dark Pictures horror game anthology series, Directive 8020 puts five heroes with few defenses on an unfamiliar planet, where they’re pursued by a shapeshifting organism. The Turning Points feature allows players to rewind back to pivotal scenes and make different choices to see new outcomes, but will you have it in you to make the hardest choices of all? Play Video ILL Release Date: To be announcedDeveloper: Team Clout/MundfishPublisher: Team Clout A mysterious fort in a desolate world acts as the setting for the highly-anticipated horror-action game ILL. The narrative will draw you in, but the encounters will leave you shaking. As you explore the fort’s halls, you’ll come face-to-face with some truly unsettling creatures that look and move as though they were torn directly from your nightmares. You’ll need to use your limited resources wisely, wielding and crafting weapons before tearing the freaks apart in physics-driven, ultra-gory combat. Play Video Clive Barker’s Hellraiser: Revival Release Date: To be announcedDeveloper: Saber InteractivePublisher: Saber Interactive Hellraiser: Revival is a single-player, first-person action survival horror experience that will put you into the dark world of Clive Barker’s twisted imagination. Play as Aidan, the protagonist in the story who must fight with various melee and ranged weapons, and use the mystical powers of the Genesis Configuration to take down unholy enemies.  Finding a way to survive your bargain with the infamous Pinhead and help your girlfriend Sunny escape is never as simple as it seems in a world filled with Cenobites, cultists, deviants, and the realm of torture and pain that is the Labyrinth.   *Release dates shown are correct at time of publish but subject to change. #hottest #upcoming #horror #game #releases
    The hottest upcoming horror game releases of 2025 and beyond
    blog.playstation.com
    It’s not quite the designated Spooky Season yet, but there’s something about hot summer nights that makes the thought of body-chilling horror hit much harder. Fortunately for fans of the creepy, bloody, and frightening, there are noteworthy PS5 horror games on their way that’ll stick around in your nightmares. Still, true terror is a year-round experience. So, we’ll be looking at releases further forward as well—into the 2025 Halloween season, and even further beyond into the harsh, unforgiving winter months of 2026. Steel yourselves, players, because between atmospheric indies, classic reimaginings, and blockbuster sequels, the next several months will offer a harvest of the finest frights. Play Video Killing Floor 3 Release Date: July 24, 2025Developer: Tripwire InteractivePublisher: Tripwire Interactive Sometimes, all you can do in the face of massive, encroaching horror is fight back with the biggest, baddest weapons and the bravest companions that you can. Gather a group of up to four friends (or play solo, if you’re brave) and take the role of one of six different types of specialists to lay waste to the hordes of monstrous Zeds. The enhanced M.E.A.T. (Massive Evisceration and Trauma) system makes every shot, slice, and stab interact with enemies and the environment in realistic, satisfying detail. Play Video Cronos: The New Dawn Release Date: September 5, 2025Developer: Bloober TeamPublisher: Bloober Team Time comes for us all eventually, but in the future of Cronos, it looks like humanity’s time is almost up. Surviving the attacks of the hideous, once-human terrors of this bleak future and ensuring their remains are incinerated before they merge into bigger threats is already a challenge, but the only glimmer of hope seems even more impossible: extracting the souls of those involved in The Change from decades ago into the future. As these souls aid and augment you, they also haunt you. Will you be able to endure an ordeal that transcends time? Play Video Dying Light: The Beast Release Date: September 19, 2025Developer: TechlandPublisher: Techland Kyle Crane, the protagonist of the original Dying Light, has a grudge—he’s still dealing with the aftereffects of years of unethical experimentation on his body. He’s left as something not quite human, but not quite undead, and he wants revenge on the Baron who did this to him. The monstrous hordes infesting the once-scenic Castor Woods aren’t going to make this easy for him, either—especially once the sun sets and they get really vicious. It’s up to you to use all of Kyle’s abilities to survive solo or in up to four-player co-op play. Play Video Silent Hill f Release Date: September 25, 2025Developer: NeoBards EntertainmentPublisher: Konami Digital Entertainment The all-time great horror series re-invents itself with a new setting, but keeps all of the psychological horror you know and love. Travel back to the ’60s in fog-filled Ebisugaoka, Japan, where young Hinako Shimizu’s ordinary schoolgirl life has been taking some very disturbing turns. Famed visual novel writer Ryukishi07 has developed a setting and narrative that combines the classic atmosphere and madness of the Silent Hill series with the best of Japanese horror traditions. Longtime series fans and newcomers alike won’t want to miss this one. Play Video Little Nightmares 3 Release Date: October 10, 2025 Developer: SuperMassive GamesPublisher: Bandai Namco Games The cult classic horror adventure game returns with a new duo of adventurers and a new realm of terror. Two youths, Low and Alone, find themselves in the Nowhere—a world that exists beyond human sleep and is filled with the abominations of our unconscious. Using Low’s bow and Alone’s wrench, you’ll need to figure out how to navigate this wasteland and conquer its threats. You won’t have to face these nightmares alone, however, as Little Nightmares 3 offers co-op play in a series first. Play Video Crisol: Theater of Idols Release Date: 2025Developer: Vermila StudiosPublisher: Blumhouse Games In the alternate-universe Spain of Crisol, faith and folklore have melded to create a realm of twisted devotion and idolatry. As the warrior Gabriel, you have been sent to the accursed island of Tormentosa, where wicked cults hold demonic ceremonies and beautiful yet horrifying graven images move in a mockery of life. Your blood acts as both your life force and your weapon ammunition, adding a terrifying twist to already intense combat. In the end, how will your blood be shed? Play Video Resident Evil Requiem Release Date: February 27, 2026Developer: CapcomPublisher: Capcom Ahh, Raccoon City, how we’ve missed you. The ninth entry in the trailblazing survival horror series goes back to where it all began, bringing back some classic storyline threads along with it. FBI intelligence analyst Grace Ashcroft takes the starring role this time around. Her mother was murdered while looking for information on the mysterious Wrenwood Hotel, leading Grace into a life of her own investigation. When Grace revisits the Raccoon City incidents, what will she discover? Resident Evil Requiem is due out in February 2026, and we can’t think of a better anniversary celebration. Play Video Reanimal Release Date: 2026Developer: Tarsier StudiosPublisher: THQ Nordic Familial bonds are put to the test in Reanimal. Two young orphans are put through a living hell on a dark, isolated island, facing both mutated monstrosities and representations of their own trauma. Local and online co-op allows you and a companion to fight your way through this oppressive world together, and a dynamic camera designed to constantly ratchet up the fear and tension will keep you on your toes throughout. Play Video End of Abyss Release Date: 2026Developer: Section 9Publisher: Epic Games Deep underground lies a seemingly abandoned complex—but a strange message has emerged from its forgotten depths. The technician Cel goes down to investigate the source of the signal, only to encounter a dim, claustrophobic world of tunnels, eerie glows, and aggressive creatures that appear to be both organic and mechanical. The top-down perspective of End of Abyss allows for players to feel the weight of the atmosphere and the tension of exploration, as the mystery beckons them ever deeper. Play Video Directive 8020 Release Date: 2026Developer: SuperMassive GamesPublisher: SuperMassive Games Tau ceti f looked like a potential new home for humanity. Then the ship Cassiopeia crashed there, and our assumptions were proven extremely wrong. The latest in the Dark Pictures horror game anthology series, Directive 8020 puts five heroes with few defenses on an unfamiliar planet, where they’re pursued by a shapeshifting organism. The Turning Points feature allows players to rewind back to pivotal scenes and make different choices to see new outcomes, but will you have it in you to make the hardest choices of all? Play Video ILL Release Date: To be announcedDeveloper: Team Clout/MundfishPublisher: Team Clout A mysterious fort in a desolate world acts as the setting for the highly-anticipated horror-action game ILL. The narrative will draw you in, but the encounters will leave you shaking. As you explore the fort’s halls, you’ll come face-to-face with some truly unsettling creatures that look and move as though they were torn directly from your nightmares. You’ll need to use your limited resources wisely, wielding and crafting weapons before tearing the freaks apart in physics-driven, ultra-gory combat. Play Video Clive Barker’s Hellraiser: Revival Release Date: To be announcedDeveloper: Saber InteractivePublisher: Saber Interactive Hellraiser: Revival is a single-player, first-person action survival horror experience that will put you into the dark world of Clive Barker’s twisted imagination. Play as Aidan, the protagonist in the story who must fight with various melee and ranged weapons, and use the mystical powers of the Genesis Configuration to take down unholy enemies.  Finding a way to survive your bargain with the infamous Pinhead and help your girlfriend Sunny escape is never as simple as it seems in a world filled with Cenobites, cultists, deviants, and the realm of torture and pain that is the Labyrinth.   *Release dates shown are correct at time of publish but subject to change.
    2 Commentaires ·0 Parts
  • EA SPORTS™ Madden NFL 26 Launches Worldwide Today—Powered by Real NFL Data, and Unleashing the Most Explosive and Immersive NFL Experience Yet

    Experience all-new QB DNA and Coach DNA, Signature Quarterback Play, Adaptive Coaching, explosive movement, and true NFL presentation as Madden NFL 26 launches for the first time on Nintendo Switch 2 and Amazon Luna.
    REDWOOD CITY, Calif.----
    Just in time for the NFL season, Electronic Arts Inc.and EA SPORTS™ have released EA SPORTS™ Madden NFL 26 — the most explosive, authentic, and immersive football experience in franchise history. Built from Sundays and powered by AI-driven systems trained on thousands of real NFL plays, the game debuts all-new QB and Coach DNA for player-specific traits, signature playstyles, and adaptive strategy. Players will experience dynamic Football Weather, enhanced physics-based gameplay, and deeper customization across Franchise and Superstar modes — all on PlayStation®5, Xbox Series X|S, Nintendo Switch™2, Amazon Luna, and PC.Madden NFL 26 Available Now“Madden NFL 26 is a true leap forward in authenticity and control,” said Daryl Holt, SVP and Group GM, EA SPORTS. “With smarter quarterbacks, adaptive coaching AI, and our breakthrough QB DNA and Coach DNA systems, every snap feels true to the NFL fans love. Explosive movement, dynamic weather, and authentic stadium atmospheres capture the passion and drama of the game. And with Madden NFL 26 now on Nintendo Switch 2, we’re bringing that unmatched realism and energy to more fans than ever before.”Through a new partnership with Nintendo announced in the spring, EA SPORTS brings the authentic Madden NFL experience to Nintendo Switch 2 for the first time. By launching on Nintendo’s console, Madden NFL 26 expands its reach to a broader, more diverse audience—offering explosive gameplay and immersive NFL action anytime, anywhere.Fans everywhere can now hop in and experience Madden NFL 26’s game-changing AI innovations with QB DNA and Coach DNA, delivering more immersive NFL atmospheres on game day, and expanding fan-favorite modes with new depth and strategy across every snap in its feature set:QB DNA: Star NFL quarterbacks move, look, and feel more like the superstars they are. Leveraging AI-powered machine learning, QB DNA introduces unique pocket behaviors, signature throwing motions, and distinct scrambling styles that mirror real-life NFL signal-callers, delivering the most lifelike quarterback gameplay in franchise history.Coach DNA: Coaches employ real philosophies and adaptive strategies based on nearly a decade of NFL data. Dynamic coach suggestions and multi-player counters provide smart play recommendations and strategic depth, making every matchup feel authentic and challenging.Powerful NFL Movement & Physics Expansion: Experience the league’s unmatched athleticism with updated player movement, physics-based interactions, and new mechanics like Custom Defensive Zones, Adaptive Coverage, and enhanced D-line stunts and twists.Football Weather: Extreme weather conditions such as snow, fog, and rain impact visibility, movement, stamina, and ball security, add a new layer of realism and strategy to every game.True NFL Gameday Experience: From the Skol chant in Minnesota to Baltimore’s pre-game light show, authentic team traditions, dynamic halftime shows, and custom broadcast packages immerse players in the sights and sounds of the NFL.Franchise mode: Introduces four new coach archetypes with evolving abilities, a deeper Weekly Strategy system featuring custom Play Sheets, and enhanced player health management with real-time status updates. Stay connected to your league through the new Approval Rating system, plus weekly recaps from Scott Hanson and commentary from Rich Eisen.Superstar Mode: Import your Road to Glory player and shape their NFL career with evolving storylines, draft-impacting performances, and weekly goals. Manage relationships, development, and durability through the new Sphere of Influence and Wear & Tear systems as you rise from college star to NFL legend.Madden Ultimate Team™: Build your dream roster with NFL legends and stars, tackle new dynamic MUT Events, and rise through 50-player Leaderboard Campaigns. NFL Team Pass delivers team-specific rewards and ever-evolving ways to play.The Madden NFL 26 Soundtrack features 77 songs across menus and stadiums, offering expanded control, variety, and immersion. New this season, players can customize their menus playlist with both new releases and iconic stadium anthems. The soundtrack includes music from Twenty One Pilots, Lizzo, Lil Nas X, BIA, and Luke Combs, plus over 30 stadium classics from Green Day, Rage Against The Machine, Foo Fighters, and more — all curated to amplify the energy and authenticity of the NFL experience.Additionally, Madden NFL 26 is now available on Amazon Luna, bringing the authentic football experience to even more players through cloud gaming. Luna lets fans play instantly on devices they already own — including Fire TV, tablets, mobile phones, smart TVs, and more — with no downloads, installs, or updates required. Wherever Luna is available, players can enjoy all that Madden NFL 26 has to offer, including modes like Franchise and Superstar.On mobile, Madden NFL 26 Mobile delivers the ultimate football experience on your phone, packed with more control, strategy, and customization than ever before. This season brings a fresh slate of features, including Dual Player Cards that cover multiple positions and unlock unique chemistry boosts. Fine-tune your roster with over 20 upgradeable Player Traits, and take your lineup to the next level with Player EVO — a new system that lets you absorb higher OVR players to power up your favorites. Whether you're a returning veteran or new to the game, Madden NFL 26 Mobile offers deeper gameplay, more flexibility, and a true NFL experience — right at your fingertips. Download Madden NFL 26 Mobile for free from the App Store® or Google Play™ today.EA Play members can live every stadium-shaking moment with the EA Play* 10-hour game trial, available now. Members also score monthly Ultimate Team™ Packs, as well as receive 10% off EA digital purchases - including game downloads, Madden Points and DLC. For more information on EA Play please visit tuned for more Madden NFL 26 details on the official Madden NFL website and social media.*Conditions, limitations and exclusions apply. See EA Play Terms for details.For Madden NFL 26 assets, visit: EAPressPortal.com.Madden NFL 26 is developed in Orlando, Florida and Madrid, Spain by EA SPORTS and will be available worldwide August 14 for Xbox Series X|S, PlayStation 5, Nintendo Switch 2, Amazon Luna and PC via EA app for Windows, Steam, Epic Games StoreAbout Electronic ArtsElectronic Artsis a global leader in digital interactive entertainment. The Company develops and delivers games, content and online services for Internet-connected consoles, mobile devices and personal computers.In fiscal year 2025, EA posted GAAP net revenue of approximately billion. Headquartered in Redwood City, California, EA is recognized for a portfolio of critically acclaimed, high-quality brands such as EA SPORTS FC™, Battlefield™, Apex Legends™, The Sims™, EA SPORTS™ Madden NFL, EA SPORTS™ College Football, Need for Speed™, Dragon Age™, Titanfall™, Plants vs. Zombies™ and EA SPORTS F1®. More information about EA is available at www.ea.com/news.EA, EA SPORTS, EA SPORTS FC, Battlefield, Need for Speed, Apex Legends, The Sims, Dragon Age, Titanfall, and Plants vs. Zombies are trademarks of Electronic Arts Inc. John Madden, NFL, and F1 are the property of their respective owners and used with permission.

    Erin Exum
    Director, Integrated Comms
    #sports #madden #nfl #launches #worldwide
    EA SPORTS™ Madden NFL 26 Launches Worldwide Today—Powered by Real NFL Data, and Unleashing the Most Explosive and Immersive NFL Experience Yet
    Experience all-new QB DNA and Coach DNA, Signature Quarterback Play, Adaptive Coaching, explosive movement, and true NFL presentation as Madden NFL 26 launches for the first time on Nintendo Switch 2 and Amazon Luna. REDWOOD CITY, Calif.---- Just in time for the NFL season, Electronic Arts Inc.and EA SPORTS™ have released EA SPORTS™ Madden NFL 26 — the most explosive, authentic, and immersive football experience in franchise history. Built from Sundays and powered by AI-driven systems trained on thousands of real NFL plays, the game debuts all-new QB and Coach DNA for player-specific traits, signature playstyles, and adaptive strategy. Players will experience dynamic Football Weather, enhanced physics-based gameplay, and deeper customization across Franchise and Superstar modes — all on PlayStation®5, Xbox Series X|S, Nintendo Switch™2, Amazon Luna, and PC.Madden NFL 26 Available Now“Madden NFL 26 is a true leap forward in authenticity and control,” said Daryl Holt, SVP and Group GM, EA SPORTS. “With smarter quarterbacks, adaptive coaching AI, and our breakthrough QB DNA and Coach DNA systems, every snap feels true to the NFL fans love. Explosive movement, dynamic weather, and authentic stadium atmospheres capture the passion and drama of the game. And with Madden NFL 26 now on Nintendo Switch 2, we’re bringing that unmatched realism and energy to more fans than ever before.”Through a new partnership with Nintendo announced in the spring, EA SPORTS brings the authentic Madden NFL experience to Nintendo Switch 2 for the first time. By launching on Nintendo’s console, Madden NFL 26 expands its reach to a broader, more diverse audience—offering explosive gameplay and immersive NFL action anytime, anywhere.Fans everywhere can now hop in and experience Madden NFL 26’s game-changing AI innovations with QB DNA and Coach DNA, delivering more immersive NFL atmospheres on game day, and expanding fan-favorite modes with new depth and strategy across every snap in its feature set:QB DNA: Star NFL quarterbacks move, look, and feel more like the superstars they are. Leveraging AI-powered machine learning, QB DNA introduces unique pocket behaviors, signature throwing motions, and distinct scrambling styles that mirror real-life NFL signal-callers, delivering the most lifelike quarterback gameplay in franchise history.Coach DNA: Coaches employ real philosophies and adaptive strategies based on nearly a decade of NFL data. Dynamic coach suggestions and multi-player counters provide smart play recommendations and strategic depth, making every matchup feel authentic and challenging.Powerful NFL Movement & Physics Expansion: Experience the league’s unmatched athleticism with updated player movement, physics-based interactions, and new mechanics like Custom Defensive Zones, Adaptive Coverage, and enhanced D-line stunts and twists.Football Weather: Extreme weather conditions such as snow, fog, and rain impact visibility, movement, stamina, and ball security, add a new layer of realism and strategy to every game.True NFL Gameday Experience: From the Skol chant in Minnesota to Baltimore’s pre-game light show, authentic team traditions, dynamic halftime shows, and custom broadcast packages immerse players in the sights and sounds of the NFL.Franchise mode: Introduces four new coach archetypes with evolving abilities, a deeper Weekly Strategy system featuring custom Play Sheets, and enhanced player health management with real-time status updates. Stay connected to your league through the new Approval Rating system, plus weekly recaps from Scott Hanson and commentary from Rich Eisen.Superstar Mode: Import your Road to Glory player and shape their NFL career with evolving storylines, draft-impacting performances, and weekly goals. Manage relationships, development, and durability through the new Sphere of Influence and Wear & Tear systems as you rise from college star to NFL legend.Madden Ultimate Team™: Build your dream roster with NFL legends and stars, tackle new dynamic MUT Events, and rise through 50-player Leaderboard Campaigns. NFL Team Pass delivers team-specific rewards and ever-evolving ways to play.The Madden NFL 26 Soundtrack features 77 songs across menus and stadiums, offering expanded control, variety, and immersion. New this season, players can customize their menus playlist with both new releases and iconic stadium anthems. The soundtrack includes music from Twenty One Pilots, Lizzo, Lil Nas X, BIA, and Luke Combs, plus over 30 stadium classics from Green Day, Rage Against The Machine, Foo Fighters, and more — all curated to amplify the energy and authenticity of the NFL experience.Additionally, Madden NFL 26 is now available on Amazon Luna, bringing the authentic football experience to even more players through cloud gaming. Luna lets fans play instantly on devices they already own — including Fire TV, tablets, mobile phones, smart TVs, and more — with no downloads, installs, or updates required. Wherever Luna is available, players can enjoy all that Madden NFL 26 has to offer, including modes like Franchise and Superstar.On mobile, Madden NFL 26 Mobile delivers the ultimate football experience on your phone, packed with more control, strategy, and customization than ever before. This season brings a fresh slate of features, including Dual Player Cards that cover multiple positions and unlock unique chemistry boosts. Fine-tune your roster with over 20 upgradeable Player Traits, and take your lineup to the next level with Player EVO — a new system that lets you absorb higher OVR players to power up your favorites. Whether you're a returning veteran or new to the game, Madden NFL 26 Mobile offers deeper gameplay, more flexibility, and a true NFL experience — right at your fingertips. Download Madden NFL 26 Mobile for free from the App Store® or Google Play™ today.EA Play members can live every stadium-shaking moment with the EA Play* 10-hour game trial, available now. Members also score monthly Ultimate Team™ Packs, as well as receive 10% off EA digital purchases - including game downloads, Madden Points and DLC. For more information on EA Play please visit tuned for more Madden NFL 26 details on the official Madden NFL website and social media.*Conditions, limitations and exclusions apply. See EA Play Terms for details.For Madden NFL 26 assets, visit: EAPressPortal.com.Madden NFL 26 is developed in Orlando, Florida and Madrid, Spain by EA SPORTS and will be available worldwide August 14 for Xbox Series X|S, PlayStation 5, Nintendo Switch 2, Amazon Luna and PC via EA app for Windows, Steam, Epic Games StoreAbout Electronic ArtsElectronic Artsis a global leader in digital interactive entertainment. The Company develops and delivers games, content and online services for Internet-connected consoles, mobile devices and personal computers.In fiscal year 2025, EA posted GAAP net revenue of approximately billion. Headquartered in Redwood City, California, EA is recognized for a portfolio of critically acclaimed, high-quality brands such as EA SPORTS FC™, Battlefield™, Apex Legends™, The Sims™, EA SPORTS™ Madden NFL, EA SPORTS™ College Football, Need for Speed™, Dragon Age™, Titanfall™, Plants vs. Zombies™ and EA SPORTS F1®. More information about EA is available at www.ea.com/news.EA, EA SPORTS, EA SPORTS FC, Battlefield, Need for Speed, Apex Legends, The Sims, Dragon Age, Titanfall, and Plants vs. Zombies are trademarks of Electronic Arts Inc. John Madden, NFL, and F1 are the property of their respective owners and used with permission. Erin Exum Director, Integrated Comms #sports #madden #nfl #launches #worldwide
    EA SPORTS™ Madden NFL 26 Launches Worldwide Today—Powered by Real NFL Data, and Unleashing the Most Explosive and Immersive NFL Experience Yet
    news.ea.com
    Experience all-new QB DNA and Coach DNA, Signature Quarterback Play, Adaptive Coaching, explosive movement, and true NFL presentation as Madden NFL 26 launches for the first time on Nintendo Switch 2 and Amazon Luna. REDWOOD CITY, Calif.--(BUSINESS WIRE)-- Just in time for the NFL season, Electronic Arts Inc. (NASDAQ: EA) and EA SPORTS™ have released EA SPORTS™ Madden NFL 26 — the most explosive, authentic, and immersive football experience in franchise history. Built from Sundays and powered by AI-driven systems trained on thousands of real NFL plays, the game debuts all-new QB and Coach DNA for player-specific traits, signature playstyles, and adaptive strategy. Players will experience dynamic Football Weather, enhanced physics-based gameplay, and deeper customization across Franchise and Superstar modes — all on PlayStation®5, Xbox Series X|S, Nintendo Switch™2, Amazon Luna, and PC.Madden NFL 26 Available Now“Madden NFL 26 is a true leap forward in authenticity and control,” said Daryl Holt, SVP and Group GM, EA SPORTS. “With smarter quarterbacks, adaptive coaching AI, and our breakthrough QB DNA and Coach DNA systems, every snap feels true to the NFL fans love. Explosive movement, dynamic weather, and authentic stadium atmospheres capture the passion and drama of the game. And with Madden NFL 26 now on Nintendo Switch 2, we’re bringing that unmatched realism and energy to more fans than ever before.”Through a new partnership with Nintendo announced in the spring, EA SPORTS brings the authentic Madden NFL experience to Nintendo Switch 2 for the first time. By launching on Nintendo’s console, Madden NFL 26 expands its reach to a broader, more diverse audience—offering explosive gameplay and immersive NFL action anytime, anywhere.Fans everywhere can now hop in and experience Madden NFL 26’s game-changing AI innovations with QB DNA and Coach DNA, delivering more immersive NFL atmospheres on game day, and expanding fan-favorite modes with new depth and strategy across every snap in its feature set:QB DNA: Star NFL quarterbacks move, look, and feel more like the superstars they are. Leveraging AI-powered machine learning, QB DNA introduces unique pocket behaviors, signature throwing motions, and distinct scrambling styles that mirror real-life NFL signal-callers, delivering the most lifelike quarterback gameplay in franchise history.Coach DNA: Coaches employ real philosophies and adaptive strategies based on nearly a decade of NFL data. Dynamic coach suggestions and multi-player counters provide smart play recommendations and strategic depth, making every matchup feel authentic and challenging.Powerful NFL Movement & Physics Expansion: Experience the league’s unmatched athleticism with updated player movement, physics-based interactions, and new mechanics like Custom Defensive Zones, Adaptive Coverage, and enhanced D-line stunts and twists.Football Weather: Extreme weather conditions such as snow, fog, and rain impact visibility, movement, stamina, and ball security, add a new layer of realism and strategy to every game.True NFL Gameday Experience: From the Skol chant in Minnesota to Baltimore’s pre-game light show, authentic team traditions, dynamic halftime shows, and custom broadcast packages immerse players in the sights and sounds of the NFL.Franchise mode: Introduces four new coach archetypes with evolving abilities, a deeper Weekly Strategy system featuring custom Play Sheets, and enhanced player health management with real-time status updates. Stay connected to your league through the new Approval Rating system, plus weekly recaps from Scott Hanson and commentary from Rich Eisen.Superstar Mode: Import your Road to Glory player and shape their NFL career with evolving storylines, draft-impacting performances, and weekly goals. Manage relationships, development, and durability through the new Sphere of Influence and Wear & Tear systems as you rise from college star to NFL legend.Madden Ultimate Team™: Build your dream roster with NFL legends and stars, tackle new dynamic MUT Events, and rise through 50-player Leaderboard Campaigns. NFL Team Pass delivers team-specific rewards and ever-evolving ways to play.The Madden NFL 26 Soundtrack features 77 songs across menus and stadiums, offering expanded control, variety, and immersion. New this season, players can customize their menus playlist with both new releases and iconic stadium anthems. The soundtrack includes music from Twenty One Pilots, Lizzo, Lil Nas X, BIA, and Luke Combs, plus over 30 stadium classics from Green Day, Rage Against The Machine, Foo Fighters, and more — all curated to amplify the energy and authenticity of the NFL experience.Additionally, Madden NFL 26 is now available on Amazon Luna, bringing the authentic football experience to even more players through cloud gaming. Luna lets fans play instantly on devices they already own — including Fire TV, tablets, mobile phones, smart TVs, and more — with no downloads, installs, or updates required. Wherever Luna is available, players can enjoy all that Madden NFL 26 has to offer, including modes like Franchise and Superstar.On mobile, Madden NFL 26 Mobile delivers the ultimate football experience on your phone, packed with more control, strategy, and customization than ever before. This season brings a fresh slate of features, including Dual Player Cards that cover multiple positions and unlock unique chemistry boosts. Fine-tune your roster with over 20 upgradeable Player Traits, and take your lineup to the next level with Player EVO — a new system that lets you absorb higher OVR players to power up your favorites. Whether you're a returning veteran or new to the game, Madden NFL 26 Mobile offers deeper gameplay, more flexibility, and a true NFL experience — right at your fingertips. Download Madden NFL 26 Mobile for free from the App Store® or Google Play™ today.EA Play members can live every stadium-shaking moment with the EA Play* 10-hour game trial, available now. Members also score monthly Ultimate Team™ Packs, as well as receive 10% off EA digital purchases - including game downloads, Madden Points and DLC. For more information on EA Play please visit https://www.ea.com/ea-play.Stay tuned for more Madden NFL 26 details on the official Madden NFL website and social media (Instagram, X, TikTok, and YouTube).*Conditions, limitations and exclusions apply. See EA Play Terms for details.For Madden NFL 26 assets, visit: EAPressPortal.com.Madden NFL 26 is developed in Orlando, Florida and Madrid, Spain by EA SPORTS and will be available worldwide August 14 for Xbox Series X|S, PlayStation 5, Nintendo Switch 2, Amazon Luna and PC via EA app for Windows, Steam, Epic Games StoreAbout Electronic ArtsElectronic Arts (NASDAQ: EA) is a global leader in digital interactive entertainment. The Company develops and delivers games, content and online services for Internet-connected consoles, mobile devices and personal computers.In fiscal year 2025, EA posted GAAP net revenue of approximately $7.5 billion. Headquartered in Redwood City, California, EA is recognized for a portfolio of critically acclaimed, high-quality brands such as EA SPORTS FC™, Battlefield™, Apex Legends™, The Sims™, EA SPORTS™ Madden NFL, EA SPORTS™ College Football, Need for Speed™, Dragon Age™, Titanfall™, Plants vs. Zombies™ and EA SPORTS F1®. More information about EA is available at www.ea.com/news.EA, EA SPORTS, EA SPORTS FC, Battlefield, Need for Speed, Apex Legends, The Sims, Dragon Age, Titanfall, and Plants vs. Zombies are trademarks of Electronic Arts Inc. John Madden, NFL, and F1 are the property of their respective owners and used with permission. Erin Exum Director, Integrated Comms [email protected] Source: Electronic Arts Inc.
    2 Commentaires ·0 Parts
  • واش راكم يا صحابي؟ اليوم جبتلكم موضوع غريب شوية، بصح يستحق نتكلمو عليه. راني نخمم في هاد "Tearing Down A Mysteriously Cheap $5 Fiber Optic To Cable TV Adapter" لي لقيتو في AliExpress. ياخي، شكون يصدق؟ 5 دولارات برك على واحد adapter من الألياف الضوئية للتلفاز! يعني بصح، كي العادة، راك فاهم، راني نخمم شنوما الدوافع لي تخلي واحد يدير هاد الشي.

    الكلام هنا موش على الجودة، بصح على السعر الغريب. منين تفهم؟ نخمم بزاف في هاد الشي، وشكون يستعملو؟ هل كاين ناس تسلك روحها به؟ والله غير غريب، نعيطلك من بعد إذا لقيت شي معلومات أكثر.

    أنا شخصياً، مع هاد الضغط في الشغل وكي نحوس على شيء يعجبني، هاد الشي يعطيني vibe باردة، يعني chill. بصح، لا لا، راني مش نصدّق كامل!

    ياخي، حنا كامل راهم
    واش راكم يا صحابي؟ اليوم جبتلكم موضوع غريب شوية، بصح يستحق نتكلمو عليه. راني نخمم في هاد "Tearing Down A Mysteriously Cheap $5 Fiber Optic To Cable TV Adapter" لي لقيتو في AliExpress. ياخي، شكون يصدق؟ 5 دولارات برك على واحد adapter من الألياف الضوئية للتلفاز! يعني بصح، كي العادة، راك فاهم، راني نخمم شنوما الدوافع لي تخلي واحد يدير هاد الشي. الكلام هنا موش على الجودة، بصح على السعر الغريب. منين تفهم؟ نخمم بزاف في هاد الشي، وشكون يستعملو؟ هل كاين ناس تسلك روحها به؟ والله غير غريب، نعيطلك من بعد إذا لقيت شي معلومات أكثر. أنا شخصياً، مع هاد الضغط في الشغل وكي نحوس على شيء يعجبني، هاد الشي يعطيني vibe باردة، يعني chill. بصح، لا لا، راني مش نصدّق كامل! ياخي، حنا كامل راهم
    Tearing Down A Mysteriously Cheap $5 Fiber Optic To Cable TV Adapter
    hackaday.com
    In his regular browsing on AliExpress, [Ben Jeffrey] came across something he didn’t understand—a $5 fiber optic to RF cable TV adapter. It was excessively cheap, and even more mysteriously, …read more
    1 Commentaires ·0 Parts
  • راكم عارفين لعبة "Tears Of The Kingdom"، صح؟ كيما العادة، الجميع راهو يتكلم عليها. لكن المرة هايا، جربتها على "Switch 2"، ووالله غير الوضع مختلف!

    شفتو التحديث الجديد؟ بصّح شكون خايف من التغيير، خلوها على الله. بصح، الحقيقة قاسية، اللعبة شكلا تغيرت، والبيئة راها مدهشة، تحس روحك غارق في عالم كبير وواسع.

    مشكلتي وحدها، كي تعود تلعب، تحس روحك راك في عالم آخر، نجم تكمل في الليل بلا ما تحس، لدرجة أنني نعيط لصاحبي "يا خويا، وين راك؟ راني قاعد ندور في داك الوقت!"

    كاين بزاف ديال المزايا الجديدة، والأصوات تاع اللعبة زادت تعطيك جو آخر، كيما لو كنت راك في سينما. وفوق هذا، الجرافيك صراحة يعاود يرفعلك المعنويات.

    والله غير تقدر تعيش تجربة جديدة، حبيت نشارك معاكم هاد الإح
    راكم عارفين لعبة "Tears Of The Kingdom"، صح؟ كيما العادة، الجميع راهو يتكلم عليها. لكن المرة هايا، جربتها على "Switch 2"، ووالله غير الوضع مختلف! شفتو التحديث الجديد؟ بصّح شكون خايف من التغيير، خلوها على الله. بصح، الحقيقة قاسية، اللعبة شكلا تغيرت، والبيئة راها مدهشة، تحس روحك غارق في عالم كبير وواسع. مشكلتي وحدها، كي تعود تلعب، تحس روحك راك في عالم آخر، نجم تكمل في الليل بلا ما تحس، لدرجة أنني نعيط لصاحبي "يا خويا، وين راك؟ راني قاعد ندور في داك الوقت!" كاين بزاف ديال المزايا الجديدة، والأصوات تاع اللعبة زادت تعطيك جو آخر، كيما لو كنت راك في سينما. وفوق هذا، الجرافيك صراحة يعاود يرفعلك المعنويات. والله غير تقدر تعيش تجربة جديدة، حبيت نشارك معاكم هاد الإح
    Everything You Need To Know About Playing Tears Of The Kingdom On Switch 2
    kotaku.com
    The upgraded version has been out in the wild for a bit, so is it worth it? The post Everything You Need To Know About Playing <i>Tears Of The Kingdom</i> On Switch 2 appeared first on Kotaku.
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  • واش راكم يا صحابي! اليوم حبيت نحكي على حاجة غريبة شفتها، وهي «Teardown» تاع الكرة تاع «Persil Smartwash» . بصح قبل ما نبدأ، راني نخمم شحال تبدل الوقت، كيما العادة، كل مرة نعاود نفس القصة مع الغسيل.

    واش راك فاهم؟ حتى كي جابوا الغسالات، صارت العملية سهلة. دير الغسيل في الماكينة، تعمر ديتيرجان، وتخليها تخدم. بصح، هذي الكرة تاع «Persil» راها شوية مختلف.

    الكرة هاذي، والله غير حبيت نعرف واش فيها، زعما، تقنية جديدة، ولا غير حيلة تاع تسويق؟ كي عاودت نشوفها، بصح فيها شحال من سرك، تعطيك بومب قوية تاع نظافة، لكن شحال فيها من أسرار؟ راني ضارب دورة على الذكاء الصناعي ولا شحال من مستحضر مزيان...

    المهم، حبيت نشارك معاكم هذا الموقف. راني
    واش راكم يا صحابي! اليوم حبيت نحكي على حاجة غريبة شفتها، وهي «Teardown» تاع الكرة تاع «Persil Smartwash» 🤯. بصح قبل ما نبدأ، راني نخمم شحال تبدل الوقت، كيما العادة، كل مرة نعاود نفس القصة مع الغسيل. واش راك فاهم؟ حتى كي جابوا الغسالات، صارت العملية سهلة. دير الغسيل في الماكينة، تعمر ديتيرجان، وتخليها تخدم. بصح، هذي الكرة تاع «Persil» راها شوية مختلف. 😄 الكرة هاذي، والله غير حبيت نعرف واش فيها، زعما، تقنية جديدة، ولا غير حيلة تاع تسويق؟ كي عاودت نشوفها، بصح فيها شحال من سرك، تعطيك بومب قوية تاع نظافة، لكن شحال فيها من أسرار؟ 🤔 راني ضارب دورة على الذكاء الصناعي ولا شحال من مستحضر مزيان... المهم، حبيت نشارك معاكم هذا الموقف. راني
    Teardown of a Persil Smartwash Smart Laundry Detergent Ball
    hackaday.com
    Ever since the invention of washing machines, the process of doing laundry has become rather straightforward. Simply toss the dirty laundry into the machine, fill up the detergent, and let …read more
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