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CGMARecent articles

7 Great CGMA Courses for Aspiring 3D Artists & Game Developers

Register today to learn more about creating 3D characters and environments, working with Unreal Engine 5, and modeling assets for games.

Pull Inspiration from CGMA Spring 2021’s Student Showcase

CGMA School has shared a showcase of the artworks created by their students. You can pull inspiration from these talented students and alumni, and learn what’s possible for your own skills and art.

CGMA Summer 2021 Term Registration is Now Open

CG Master Academy is open for Summer 2021 registration featuring new courses and instructors.

CGMA: Fall 2020 Student Showcase

At CGMA, you pick your courses and tracks based on your skill level and area of interest.

Sculpting A Detailed Body Anatomy At CGMA

Kristian Weinand shared the experience of taking the CGMA Anatomy for Production course led by Christian Bull and did a breakdown of the male sculpt he worked on.

Making a Modular Abandoned Diner in UE4

Tommaso Brambilla talked in detail about his Abandoned Diner project made at CGMA: modular approach and modeling stage, texturing with Substance tools and vertex painting, setting up lighting and mood, and more.

Hand-Painted Witch Cafe: Texturing a Stylized Scene

Finn Stevens-Lock talked about their small cozy scene Witch Cafe made during one of the courses at CGMA: idea development, different approaches to texturing, the use of a 2.5D art technique, and lighting.

Naga Shrine of Rejuvenation: Texturing Game Assets in Substance Painter

Alexander Nguyen did a breakdown of his stylized scene, Naga Shrine of Rejuvenation, made during the CGMA course, discussed his approach to creating a stylized look to the assets, talked about working on the vegetation and water texture as well as shared his lighting setup. 

Creating A Revendreth-Inspired Scene in Maya and Photoshop

Pat Klisiewicz did a breakdown of his scene inspired by Revendreth, made during the CGMA course, shared his modeling workflow in Maya, discussed the texturing process in Photoshop, and explained his lighting set-up in Marmoset Toolbag to recreate the game’s atmosphere.

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