This course walks you through texturing two completely different asset types in Mari: a hard-surface sci-fi robot and an organic creature. You’ll learn the full production pipeline,…
Category: Substance Painter
This course isn’t about basic t-shirts. Dylan Kowalski shares his personal, time-tested approach to using Marvelous Designer for creating complex armor and clothing that you’d normally think…
This course is a straight shot to building high-quality, realistic materials in Substance 3D Painter. You’ll work through three distinct projects—marble, wood, and mossy concrete—learning the specific…
This 3-hour workshop from concept artist Kris Turvey walks you through his complete pipeline for designing and modeling a sci-fi prop for production. You’ll start with mind-mapping…
This course is about how real production works when you’re making assets for game studios. It’s not just about modeling—it covers the whole pipeline, from reading a…
Simon Barle, a foliage artist who worked on Star Wars Battlefront and Battlefield V, walks you through his entire AAA workflow for creating a game-ready tree. This…
The second part of a series focused on texturing a complete sci-fi environment. Alexandre Huyaux walks you through his entire process, from setting up ACES color management…
A 10-hour deep dive into texturing a magazine cover in Substance 3D Painter, with a bonus high-poly sculpting section. Dan Kenton walks through his entire thought process,…
This course walks you through the entire creation of a PBR stylized character for games, using Blender, ZBrush, and Substance Painter side by side. You’ll go from…
Build a complete cyborg character from scratch in Blender. This course walks you through the entire pipeline—sculpting anatomy, designing hard-surface armor, retopology, UV mapping, texturing, rigging, and…
This course walks you through the entire pipeline for making clothing that actually fits the MetaHuman parametric body system in Unreal Engine 5.6. The goal is a…
This workshop is for artists who want to tackle procedural rigging in Houdini but never had a cool project to push them. ILM artist Mizuki Yamada walks…











