Featured Artist: M.M.I.

Kate Voisin 3D Modeling, Artists, CheckMate, Featured Artists, Site

We’re hitting the high seas with TurboSquid Artist M.M.I.! In this Featured Artist Interview, M.M.I. talks about his first encounter with 3D and what the future holds for him as a CheckMate artist.


How long have you been a 3D artist?

I started working in 3D about three years ago, and it was a unforgettable moment, when I first looked at the 3D viewport… I had made a simple cube and just started spinning around it. Read More

A Q&A with TurboSquid’s VR Experts

Kate Voisin Real-Time, Site, VR

Last week, TurboSquid attended the 2016 Collision Conference, hosted in our very own city of New Orleans. Between hosting some great events and getting a look at some exciting new start-ups, we attended several talks about future technology and the role of Virtual Reality within that future. I sat down with Matt Hales (TurboSquid’s VP of Creative) and Beau Perschall (VP of Business Development) to talk about some of the promises we heard from the Collision panelists, as well as what they think VR means for TurboSquid and the consumer market as a whole.

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Real Perspective Gained for Real-Time Content at GDC 2016

Beau Perschall Site

GDC 2016 has come and gone. Now that the dust has settled and my feet have recovered (as I personally walked well over 25 miles over the course of the week between classes, the expo and numerous meetings with partners) I felt it was important to give you some insights as to what I experienced and learned during the show.

First and foremost, there is no question that the future is bright for real-time model producers, especially on TurboSquid. Read More

IRL Review of the PSVR from GDC16

Matthew Hales Real-Time, Site, VR

Sony’s PlayStation VR [PSVR] headset is an interesting case. Having recently received a demo of the device it’s clear that it can’t be easily ranked against its peers in the high-end VR space, the Oculus Rift and the HTC Vive. A lot of this has to do with display tech.

Solving for the “Screen Door Effect”

With less per-eye resolution than the other two (1080×1200 for Rift and Vive, 960×1080 for PSVR), the displayed imagery is noticeably less crisp than that of the Vive or Rift. Read More

GameTextures Inks Deal with TurboSquid to Distribute Over 1,000 PBR Substances

Adele Tiblier Company, Press Release, Real-Time, Site

TurboSquid, the leader in providing 3D models for professionals, announces a partnership with GameTextures who has added distribution of over 1,200 of their materials and substances to the TurboSquid library.


GameTextures.com is a Seattle-based video game art studio focused on providing high quality, easy-to-use Physically-Based and Substance Materials. They have been heralded as the first such library to launch with the Physically Based standard, and these materials have been showcased in thousands of game titles, ranging from AAA to Indie. Read More

Virtual Reality and 3D Asset Prep

Adele Tiblier Real-Time, Site, VR

Our own VP of Creative, (the biggest VR enthusiast in our office by far), recently combined his love of 3D model making and his countless hours of immersion into this new platform to create a deeper dive into the differences between developing a conventional video game versus one that will be experienced via virtual reality. The full article, Keeping it Canny – Asset Preparation for Virtual Reality (available on Medium), digs into the demands made on 3D assets used in the development of this evolving and ever-expanding breed of content. Read More