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New Halloween Game Put Original Michael Myers Actor in a Mocap Suit

30 October 2026 - IllFonic CCO Jared Gerritzen discusses recreating 1978 Haddonfield, capturing Nick Castle’s original Michael Myers movements, using UE5 lighting, and building reactive NPC systems for Halloween: The Game.

#Interviews#Character Art#Video Games#Game Development#Level Design

Sculpting & Texturing a Semi-Realistic Lobo Bust with ZBrush & Substance 3D

30 October 2026 - Eric Liu showed his process of creating a semi-realistic version of DC's antihero Lobo, from sculpting in ZBrush to texturing in Substance 3D Painter and lighting in Marmoset Toolbag.

#Character Art#Interviews#Marmoset Toolbag#Maya#ZBrush#Substance 3D Painter

Beginner's Guide To Creating Glazed Ceramic Tiles In Substance 3D Designer

30 October 2026 - Elie Paquiet walks through his workflow for creating a ceramic tile material, from creating the pattern and introducing layers and variations to rendering the result with Unreal Engine 5.

#Interviews#Materials#Unreal Engine#Substance 3D Designer

How Hitman Devs Turned Jacksepticeye Into a “Violent Narcissist” in Newest Mission

29 October 2026 - IO Interactive explains how Jacksepticeye became Finn Colton, a narcissistic influencer whose content empire, buried trauma, and public facade shape Hitman’s new Elusive Target mission.

#Interviews#Character Art#Video Games#Game Development#Level Design

Second Life Wants Its 23-Year-Old World To Be a Modern Game Platform

29 October 2026 - Linden Lab’s Anya Kanevsky explains how Luau, Visual Studio Code integration, live iteration, and an established creator economy could make Second Life more attractive to modern game developers.

#Interviews#Game Development#Game Engine#IndieDev
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Adobe Explains How It Rebuilt Substance 3D Painter’s Baking Workflow

29 October 2026 - Adobe has made baking a major priority in Painter based on long-standing user requests. Product Manager Laurens Corijn explains the technology and UX work behind its new cage painting workflow.

#Interviews#Sponsored by Adobe Substance 3D#3D Art#Adobe Substance 3D#Texturing#Substance 3D Painter#UV Mapping

Breakdown: Giant Robot in Cathedral Ruins Made in 3D

29 October 2026 - Jueon Kim shared the creation process behind Silent Ruins, inspired by Studio Ghibli's Castle in the Sky. The artist explained the work with UVs and showed how to make damaged structures look more convincing.

#Environment Art#Interviews#3ds Max#Unreal Engine#ZBrush#Substance 3D Designer#Substance 3D Painter

BioWare Co-Founder Greg Zeschuk Says Studio Was Killed by Executives Who Have Never "Made a Game”

28 October 2026 - In his first interview since BioWare’s closure, Greg Zeschuk discusses EA’s acquisition, the leveraged buyout he calls the “final nail in the coffin,” and why great studios cannot be rebuilt with “random people and AI.”

#Interviews#Video Games#Game Development#Business

Making an Atmospheric Garden of Dragons Scene with Procedural Texturing

28 October 2026 - Rebecca Ma discusses how she sculpted the intricate patterns on dragon statues with ZBrush's Make 3D tool, explains how procedural texturing in Maya and V-Ray helped her save time, and talks about how she created a water simulation and an atmospheric fog in Houdini.

#Environment Art#Interviews#Houdini#Maya#SpeedTree#ZBrush#Nuke

Recreating Marvel's Cyclops As Stylized Hand-Painted 3D Character

28 October 2026 - Daniil "Split" Voskressensky shared a breakdown of his first deep dive into Blender's shaders, modifiers, and render setup to create a fully hand-painted, comic-style 3D model of Cyclops.

#Character Art#Interviews#Blender#ZBrush

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