Here’s an excellent breakdown of the workflow for a realtime character.
Here’s a tutorial on how to scan materials with your phone for use in programs like Substance and Quixel.
Artomatix is promising new program which uses machine learning to create textures. This may one day replace or at least supplement digital painting programs like Substance Painter, Mari, or Quixel. The program is still in alpha, and may never be adopted by artists in the industry, so you don’t need to relearn everything you know yet. But it’s important that we keep one eye on new developments in the industry as they happen.
Here’s an article on what the program can do:
And here’s a link to their website where you can download a free trial, or request a free demo:
Hey ya’ll here’s a sweet tutorial on how to generate the art for Polycard Hair using ZBrush instead of XGen, if you find that to be easier. It’s by an excellent artist named Mike Svymbersky. Here’s his ArtStation account for more cool stuff….
You know what I just realized? I’ve never made a handout/infographic/blog post breaking down the 3D modeling workflow into a broad overview. So here it is! There are a lot of specifics missing, but this is just designed to help you if you finish one step and need a quick reminder on what to do next. Feel free to save it to your computer. Enjoy!
An artist from Ubisoft has created a really easy to follow tutorial for making a realtime model of a desk.
The Marmoset website has an excellent article which provides a basic rundown of Physically Based Rendering, which has quickly become the standard in the video game industry.