
https://skart.gumroad.com/l/scavengersep2?layout=profile
CHOOSE&DOWNLOAD
- I've been texturing this great environment in live streams on Twitch and after + 100 hours of work, I'm proud to release Episode II.
- It's planned to be a serie of tutorials made of 3 parts: Modeling (EP.1), Texturing/Shading and LookDev (EP.2) and last but not least Compositing (EP.3). Based on the original concept art by Seungjin Woo
- In this tutorial you will discover and follow along how to texture a complete environment in Substance Painter, adding great details with a Substance Alchemist workflow and putting everything together in Maya and Arnold render.
- There is a lot of techniques and tips that you can grasp and learn to achieve similar result.

https://www.udemy.com/course/mastering-solidworks-motion-study-fundamentals/
Simulate Real-World Mechanics with Motors, Springs, Dampers & 3D Contact in SOLIDWORKS


Level: All | Genre: eLearning | Language: English | Duration: 282 Lectures ( 20h 23m ) | Size: 14.2 GB
https://www.udemy.com/course/parametric-generative-ai-design-with-grasshopper-3d
Parameterize, Generate, Document, Quantify, Visualize, Export and Present your projects with Grasshopper!

https://www.exp-points.com/exp-tutorials-ben-keeling-authoring-props-for-games
- Authoring props for games can be done in a variety of different methods with the same goal in mind. In this intermediate tutorial Ben Keeling, will demonstrate a general overview of how he created this gas pump, covering some of the core steps of his process so that you may then use that valuable information in your own projects. The end result is this beautiful scene inside Blender with the help of Megascans. * Whether you’re a seasoned artist, student, hobbyist or someone just starting out, grab this tutorial and learn an essential workflow that will allow you to work faster and more efficiently. Fuel your Creative Mind today.

- This a an extensive tutorial on how to sculpt, design, texture & stage creatures for concept art in Blender. If you wish to improve your creature concept skills and workflow this tutorial will guide you through everything from idea, to sculpt, to texture, to pose, to final image. Designed by industry artists, it bridges the gap between 2D sketching and 3D modeling, enabling you to design, sculpt, and present original creatures with cinematic quality—all within Blender’s free, open-source ecosystem.

2 Hours 40 Minutes Video Lecture & Demo
https://www.artstation.com/marketplace/p/1RKmY/foundation-art-group-introduction-to-lighting-for-interiors-in-blender-with-greg-westphal
- Foundation Art Group - Introduction to Lighting for Interiors in Blender with Greg Westphal
- Welcome to the Foundation Patreon Group!

https://flippednormals.com/product/3d-asset-creation-for-studios-complete-workflow-from-brief-to-unreal-engine-5-39262
- Creating 3D Assets for Production Studios
- This tutorial course is all about how the actual production process works when working for game and production studios. Meaning that we will not just cover how to create a 3D asset but we will also go over on how assets are created in actual studios.

Level: All | Genre: eLearning | Language: English | Duration: 35 Lectures ( 4h 15m ) | Size: 3.6 GB
https://www.udemy.com/course/after-effects-motion-graphics-course
Learn to create scroll-stopping motion graphics, kinetic typography, animated branding & viral edits using After Effects

- In this tutorial, you will learn step-by-step how to make intricate gothic architecture in Substance Designer. Follow along as Carlos Perfume recreates part of the famous Dome of Cologne and pushes the limits of the software with this highly detailed and realistic project.

https://www.artstation.com/artwork/6NGNa0
CHOOSE&DOWNLOAD
- The wilderness biome was assigned to me from the very start - the idea was to create a more dangerous biome than anything the player has encountered before, so there is plenty of space for Thanator encounters! I build the system together with game designer Eva-Lis
- Whereas I have tried to highlight areas in these screenshots that I had a heavy hand in working on, working on complex games as this is always a team effort, for most of my work, I have received and acted on feedback from multiple departments, and most assets pass through the hands of multiple artists, there are many people to call out, our concept art team delivering amazing concepts, the team over at light storm for their invaluable feedback, the tech art team for answering all my questions, and the biome team I was part of, that being said there are some people I'd like to thank in particular as I worked with them on most of these on a daily basis, bouncing ideas around and/or receiving feedback.
- David Österlind, for being a great lead and allowing me many opportunities to grow and work on incredibly cool assets

https://www.artstation.com/marketplace/p/7oxWG/f-16-falcon-fighter-mastering-plasticity-3d-1-4-2024
- This course is part of a series of different project oriented courses by PolyPaul on the ins and outs of surfacing, via the software Plasticity. In this course, you will master surfacing via a project based on the creation of a fighter jet. The approach for this model will be different from his previous teachings, therefore you will learn something new as is the case for this entire series of courses.
- If you are a beginner or even intermediate, this tutorial series is for you!Are you ready to dive deep into Plasticity 3D? Take the leap!!
- If you are a Plasticity 3D enthusiast you can't miss it, not only will you learn how to create such a complex subject, but you will also be able to create anything you can think of, what really matters are the techniques!!
- This stunning F16 Falcon fighter was developed in Plasticity 3D 1.4 and it is narrated where it is needed.The videos show the process clearly and slowly at x 1.2 speed, just to make the whole series a little shorter, it's almost in real time, so as notto bore you and to make the whole series more digestible. Texturing process was recorded in MODO, I'll be showing you an easy material workflow.

https://levelupdigital.gumroad.com/l/levelup_treecreation
- We're thrilled to be featuring a tutorial by Simon Barle, a game industry veteran with experience from titles like Star Wars Battlefront and Battlefield V. In this fully narrated tutorial, you will get insights into his AAA workflow for creating trees. Simon breaks down the process by sharing insights into how photogrammetry can be used as a tool for understanding shapes and surfaces. He shows his high poly modeling techniques for the tree trunk, berries, leaves, and branches. He covers sculpting in Zbrush, UV creation and setup, bark texture creation, tree texturing, preparing the model for game engine use, and shader creation in Unreal. Simon also shares critical insights into how to optimize assets for production while keeping the final quality in mind. If you want in-depth insight into how an industry pro creates foliage for games, this is the tutorial for you.

- Watch this video first (Guide to the references and blueprints), it will get you started with Plasticity scene. In this series, you'll spot some quirky moments, like me starting from the car door instead of the wheel, which is what everyone else does. But hey, that's just one of the secrets behind the perfection!

Level: All | Genre: eLearning | Language: English | Duration: 82 Lectures ( 4h 56m ) | Size: 2.55 GB
https://www.udemy.com/course/solidworks-from-scratch/
Start Your SOLIDWORKS Journey from Zero: Practical Projects, Expert Support, and Proven Design Methods


https://superhivemarket.com/products/architectural-visualization-course-blender
What you'll learn
- Create a Interior From a Real Floor Plan in Blender: Creating a interior visualization from a real floor-plan to real life projects.
- Fundamentals of Blender: Dive into Blender's interface, tools, and workflows tailored specifically for architectural projects.
- Texturing and Materials: Master the art of texturing surfaces and applying realistic materials to achieve lifelike renders.
- Camera and Composition: Discover how to frame your scenes effectively, guiding viewers' attention and highlighting key design elements.
- Rendering and Post-Processing: Optimize your renders using Blender's powerful rendering engine and enhance them further with post-processing techniques.
- Creating Presentation-ready Renders: Polish your renders for client presentations, portfolios, or marketing materials to showcase your designs effectively.

- This course centers around the question of “how to create your own CG short film”. The lecturer will share and analyze the whole process of the making of CG shots from a creator’s perspective. The course uses 3 typical shots featured in the film as examples. The whole making process will be broken down in details. You will learn animation, rendering, composition and refinement of 3D scenes. The course will focus on bringing you new ideas and means of achieving them, in order to help you create your own CG film more smoothly and conveniently, meanwhile ensure good quality. No complicated and useless steps will be taught, only the gist!
![Flippednormals - Large Game Environment Creation - In-Depth Tutorial Course [UE5]](/uploads/posts/2025-06/1750424709_1.jpg)


https://cane.gumroad.com/l/HardSurfaceInBlender1
https://cane.gumroad.com/l/HardSurfaceInBlender2
18.2 GB
Why Blender?
- My workflow will give you the advantages of Poly with the simplicity of Cad.
- Poly modeling for as long as ive used it has long been a restrictive form of modeling.
- A constant focus on topology and technical mumbojumbo has made it an unattractive tool for designers
- I myself abandoned it years ago in favor of more flexible design tools.
- But after spending some time with Blenders Live Boolean feature, I discovered I was wrong about poly modeling.
- Live Booleans allow us to have an unprecedented amount of control over our design without needing to care about topology.
- I can change my entire design without permanently committing to a single decision, or caring about weather there are perfect quads…
- That is a power only blenders Live Booleans can give you.

- Designing environments for film, games or animation requires an iterative, collaborative and flexible workflow. In this title, Olivier Dubard shares his Visual Development process as he takes an idea from early concept and initial sketches to final presentation using Sketchbook Pro, MOI 3D, Maya, V-Ray and Photoshop. Starting with 2D ideation and simple geometric shapes that define form language, he then moves into 3D block out in MOI 3D. This initial layout is then 3D rendered and refined in 2D with Autodesk Sketchbook Pro, using the perspective tool to design naturally and accurately. With the design established, he experiments with composition and camera in Autodesk Maya to find the view which best illustrates the design. A chapter on color then demonstrates how to start giving life to the concept through the use of different color schemes. Once the design for the overall image is resolved, it is time to move onto techniques which will help finalize a professional presentation. He explores this process with a specific prop before applying it to the entire image, allowing him to explore what the best process will be. It is at this point that the final illustration is worked on in Photoshop as it is made ready to show the director, client or producer. For those interested in integrating both 2D and 3D techniques to illustrate designs, this title provides a wide range of techniques and workflow that efficiently produce professional results.

https://saanatomy.gumroad.com/l/mqabq
15 Hours | 14 GB
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