Company Savage Interactive
Web procreate. art
Procreate was first released in March 2011 and was the first pro-level drawing app that really grabbed people’s attention on the iPad. Fast forward to November 2021 and we now have Procreate 5.2. It’s an amazing update in lots of ways, but the biggest addition is the ability to take 3D models and use all the Procreate brushes and effects right there on the model.
Procreate comes with a few 3D samples that enable you to get going the second you download the app, but the real power comes when you take your own models from programs such as ZBrush, Blender, Maya and even models created on the iPad with apps like Nomad Sculpt and Forger. Models have to be unwrapped and have UV coordinates, which is how textures are applied to models in 3D.
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PAINT EPIC BATTLES IN TRADITIONAL INK
Warhammer illustrator THOMAS ELLIOTT shows you how to create an epic science fiction fight scene with this step-by-step guide
CONJURE MAGIC ILLUSTRATIONS
Daria Anako demonstrates her process for creating a whimsical piece of art with some spellbinding touches
First Impressions
We discover the early influences that inspired the artist
ZBrush for iPad
GAME CHANGER The desktop version of popular 3D sculpting software ZBrush has been redesigned for iPad - and it's brilliant
BenQ GW2786TC
GET AN EYEFUL Don't scrimp out on your health with a monitor that's kind on the eyes and good for creative tasks
Huion Kamvas Pro 19
TABLET WARS An attractive pen display does an excellent job of balancing price and performance as it sets out to challenge its rivals in the mobile marketplace
DRAGON OFORCEC
Legendary D&D artist Larry Elmore explains the keys to crafting timeless fantasy art.
DUNGEON MASTERS
ImagineFX marks the milestone 50th anniversary of the launch of Dungeons & Dragons with a look at its rich tradition of illustration
Erik Ly
Gamer's haven Why the artist enjoys a maximalist aesthetic more than the minimalist approach.
2D meets 3D: How the workflows are merging
Interdimensional As VFX and animation evolve and tools become more accessible, Tanya Combrinck asks whether the separation between the mediums is reducing