The gallery

4 min read

The best digital art from the CG community

WARRIOR QUEEN

My portfolio mainly leans towards realism, but I decided to dive into stylised characters after being captivated by L zz's concept art. This unique art led me to explore various stylised character artworks for study. When I was modelling with ZBrush, my main focus was her face and body features, such as her eyes and long legs. I chose Marmoset Toolbag over Unreal for its efficiency when modelling this specific piece. Sculpting a stylised body, emphasising the shapes and wrinkles, was a refreshing experience for me. The texturing focused on colour variation and highlights, as I steered away from micronormal details. More intentional brushstrokes helped to add a cool, painterly touch, enriching the entire creative process. I thought keeping the glossiness low in stylised characters was essential, but testing revealed it made them appear flat. Also, stylised character colour maps can be quite simple; using subtle colour variations is vital for an interesting look.

artstation.com/wjdalsehdrl

MODELER MECHA

I created these mechs in VR using Substance 3D Modeler. Sculpting in VR is my preferred method of working and I've been using it for the past six years. I was previously using Adobe Medium for most of my work, but recently made the switch over to Modeler.

Sculpting in VR is great as you can really get a sense of weight and feel for your model. I'm a huge fan of model kits and I approach sculpting mechs the same way I'd build one. Designing mechs with this workflow is so cool because it feels like playing with toys, creating each piece the way you want as you go along.

I'd definitely recommend giving VR sculpting a try; it really changed my perspective on creating 3D art. There's something so freeing about interacting directly with your sculpt beyond a flat screen.

artstation.com/alhuynh

YOU CAN REALLY GET A SENSE OF WEIGHT AND FEEL FOR YOUR MODEL [IN VR]
"My number one tip would be to make sure your graphic read is great. In Photoshop, putathreshold layer over your render. This will crunch down your piece to two values, now ask yourself, do your shapes read?"

SCI-FI CITY AT DUSK

For this project, I was inspired by With those pieces, I could easily create Byzantine architecture. I visited the many different compositions and camera Hagia Sophia years ago and had wanted angles. Once I'd chosen an angle, I started to incorporate some of those elements set dressing, adding in the materials using into a science fiction scene. I made sure Quixel Megascans, and then lighting it all to incorporate the iconic domes and the in Blender. I then did a Cycles render and angular shapes of the buildings. I began brought it into Photoshop for the final by creating my modular kitbash set of ad