CG art to inspire
The best digital art from the CG community
RED HILLS
ARTIST
Angelo Tsiflas S
OFTWARE
Maya, Substance 3D Painter, Substance 3D Designer, ZBrush, Affinity Designer, DaVinci Resolve, Unreal Engine
Red Hills was created during ArtStation’s Grand Space Opera challenge. Starting off without a concept was a first for me. My main inspiration were TV series The Expanse for its grounded depiction of man-made elements meeting alien nature, and video game Astroneer for its vibrant art direction. It was a struggle to get going, but this freedom allowed me to become more fluid with the art direction and composition of the final scene. I also had to come up with fast and iterative texturing and material workflows, which gave my scene its unique art style.
POKÉMON FAN ART
I’ve loved Pokémon since I was a kid, but the one thing we’re missing is a 3D film adaptation, like we had with The Super Mario Bros. Movie. That’s why I wanted to try out a different style on the final evolutions of the three Gen II starters: Meganium, Typhlosion and Feraligatr.
With the rise of AI-generated images, I’ve been astounded by the beauty of the latest 3D character renders. They had clean backgrounds, a ton of faked but beautiful lights, and textures that were between semi-realistic and stylised. I might have gotten more realistic in my renders than planned, but I still tried to achieve the same render style by following those characteristics.
I didn’t use any AI in my work as I don’t like the concept, but I can’t deny that it can create some astounding images. And when someone commented on a post of my Pokémon saying that they were just AI, I was, somewhat weirdly, content.
ARTIST
Leandro Leijnen
SOFTWARE
ZBrush, Maya, Substance 3D Painter, Substance 3D Designer, XGen, Guerilla Render
UNDEAD WARRIOR
ORIGINAL CONCEPT BY MIKLÓS LIGETI (artstation.com/artwork/xJvOER)
"I like dark fantasy worlds and the undead, which is what inspired my decision to learn 3D character modelling in my free time. This is my first real-time, game-ready project, and I started with the excellent concept art by Miklós Ligeti, which I absorbed into my pipeline. My favourite part of the process was the topology and UV mapping, because that is the stage you start to see how the final model will come together. Most sculptors think this is the worst part of their workflows, but for me it’s the most fun part."
ARTIST
Rafael Bezerra
SOFTWARE
Maya, ZBrush, Substance 3D Painter, Marmoset Toolbag