By | February 16, 2026

Issue 1 (2009)

Introduction to core 3D concepts (modeling, texturing, lighting, rendering).

Beginner-friendly tutorials.

Basic character and environment creation.

Industry insights for aspiring 3D artists.

Issue 10 (2009)

Intermediate-level modeling projects.

Character sculpting and detailing.

Texturing techniques and material realism.

Workflow improvements and render optimization.

Issue 11 (2010)

Focus on realistic lighting and rendering.

Environment creation (sci-fi / fantasy themes common).

Post-processing and compositing tips.

Artist interviews and production case studies.

Issue 12 (2010)

Advanced sculpting and character anatomy.

Creature design workflows.

Digital painting integration with 3D.

Portfolio advice for professionals.

Issue 13 (2010)

Hard-surface modeling (vehicles, machinery).

Game asset creation basics.

Optimization for real-time engines.

UV mapping and baking techniques.

Issue 14 (2010)

Architectural visualization techniques.

Realistic materials and lighting setups.

Scene composition and camera work.

Client-oriented workflow advice.

Issue 15 (2010)

Stylized character design.

Cartoon/anime-inspired 3D workflows.

Hair, cloth, and small detail sculpting.

Rendering passes and compositing breakdowns.

Issue 16 (2010)

High-end cinematic workflows.

Advanced shading and textures.

Scene storytelling through lighting.

Career pathways in VFX and game studios.

3D Artist – Issue 115 (2018)

Strong focus on real-time workflows for games.

Tutorials on PBR texturing and asset creation for engines like Unreal/Unity.

Character sculpting in ZBrush with production-ready topology.

Lighting and presentation tips for portfolio renders.

Industry interviews with environment and character artists.

3D Artist – Issue 116 (2018)

Advanced character creation pipeline (blockout → sculpt → retopo → bake → texture).

Realistic skin shaders and hair workflows.

Hard-surface detailing for weapons/props.

Tips on making assets “studio ready.”

Career advice for breaking into AAA game studios.

3D Artist – Issue 118 (June 2018)

Environment art focus (natural landscapes, foliage, terrain blending).

Substance Painter/Designer material workflows.

Lighting for mood and storytelling.

Efficient scene optimization for real-time rendering.

Case studies from working professionals.

3D Artist – Issue 119 (2018)

Stylized vs realistic art direction comparison.

Creature and fantasy character breakdowns.

Advanced compositing and render passes.

Portfolio polish: presentation, turntables, breakdown sheets.

Freelancing and client communication insights.

The Art of Battlefield V

Concept art, character designs, vehicles, and WWII-inspired environments.

Insight into visual research and historical reference adaptation.

Development sketches showing evolution from concept to final in-game asset.

Focus on atmosphere, lighting, and environmental storytelling.

Commentary from artists at DICE.

The Art of The Last of Us Part II

Extensive concept art for characters, infected creatures, and environments.

Emotional storytelling through lighting and composition.

Post-apocalyptic architecture and environmental decay design.

Iterative character design process (costume, facial evolution, mood studies).

Behind-the-scenes development insights from Naughty Dog artists.
and more!

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