Artist Guest Post: YurkP – Working with Maps

DeLonna Day 3D Modeling, Artists, Guest Artists Leave a Comment

Only 2 more installments in YurkP’s wonderfully detailed tutorial of his Cuban House of Diversity model. This week, it’s all about maps, stitching and converting them in Photoshop to use with V-Ray renderer. You can read other parts of this tutorial here.


Welcome back, everyone. We will jump back into it and start this tutorial with stitching maps in Photoshop.

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1st Place Winner 3D Composition Category

Announcing Winners of Lost at Sea 3D Art Competition

DeLonna Day 3D Modeling, Artists, Contests, Industry News, Site

“Lost at Sea” was our first ever 3D art challenge, and we were thrilled with the quality of submissions we received from all of you! Our panel of TurboSquid and 3D industry judges had their work cut out for them, and the judging is now complete. We’re happy to show everyone the winners for the Lost at Sea 3D Art Competition!

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Customer Spotlight: The Solus Project

Paul Teall 3D Modeling, Customers, Industry News

We recently connected with indie game developer and TurboSquid customer, Sjoerd “Hourences” De Jong, about his action/adventure game The Solus Project. He and his team just released a version of the game for the PS4 (with VR support!), and it has been available on both PC and Xbox One since last summer. We love talking to customers about projects that they’ve released to see how TurboSquid and our community of artists played a role in the finished product.

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Robo Recall by Epic Games

Unreal Engine 4.14 Is a Huge Update for VR

Matthew Hales 3D Modeling, Real-Time, Site, VR

Epic’s Unreal Engine 4.14 is a beefy update all around, and includes great stuff for TurboSquid users– especially those creating VR content. Real-time, GPU-rendered graphics have always required a tight belt when it comes to poly counts and texture sizes, and the introduction this year of consumer VR hardware has brought with it a renewed emphasis on optimization.

If you’ve ever skipped an otherwise perfect model because it seemed a bit too dense, you might give it a second look after seeing what 4.14 can do to optimize heavier assets.

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