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Be honest...When you’re unwrapping a hard-surface asset, which one sounds more like you? 👀🅰️ I use Automatic UVs🅱️ I unw...
28/07/2026

Be honest...

When you’re unwrapping a hard-surface asset, which one sounds more like you? 👀

🅰️ I use Automatic UVs
🅱️ I unwrap UVs manually

There’s no judgment here—we’re just curious where everyone is in their 3D journey.

Drop A or B in the comments 👇

The results will decide what we teach in our next post! 🎯

EnvironmentArt PropArt HardSurface SubstancePainter AutodeskMaya 3DArtist GameArtist GameMesh GameMeshAcademy CGArtist LowPoly HighPoly GameAssets 3DLearning DigitalArt

Every realistic cloth starts with a simple blockout.Here’s a small work-in-progress from my latest cloth sculpt.On the l...
23/07/2026

Every realistic cloth starts with a simple blockout.

Here’s a small work-in-progress from my latest cloth sculpt.

On the left is the initial drape where I focused only on the overall silhouette and primary folds.

On the right, I started introducing secondary folds, tension areas, compression, and edge damage to add more character and realism.

One thing I’ve learned over the years is that good cloth isn’t about adding more wrinkles—it’s about understanding where the fabric is being pulled, compressed, and supported.

Still a long way to go, but I enjoy sharing the journey as much as the final result.

Which version do you prefer so far—the clean base drape or the more detailed sculpt?

People on the internet:"See? The Earth is flat!"Me, a 3D artist:"That's a DirectX normal map.""And that's an OpenGL norm...
08/06/2026

People on the internet:

"See? The Earth is flat!"

Me, a 3D artist:

"That's a DirectX normal map."

"And that's an OpenGL normal map."

I may have spent too much time texturing assets. 😆

Every texture artist who has ever imported the wrong normal map and watched a crater turn into a mountain knows exactly what I'm talking about. 😅

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Nagpur

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