Dmytro Teslenko specializes in beautiful animal models, and you can follow along in this time-lapse video to see how he models and sculpts this feathered creature from start to finish.
Working with Amazon’s Lumberyard Engine
At TurboSquid, we get a unique perspective on game engines. Instead of learning every facet of a single engine to make a completed game or experience, we instead learn a single facet of every engine on behalf of artists that look to us for guidance.
We recently announced StemCell, which (among other things) is an automation process that connects artists that want to focus on the platforms they’re comfortable with to all kinds of audiences by converting models from formats they know to various platforms and making them as if they were made specifically for those engines or renderers.
Unleashing the TurboSquid VR Gallery: lashkoalex
TurboSquid is pleased to announce the release of the second VR gallery experience, this time dedicated to man’s best friend. Read on to find out what what’s new with the gallery experience and how you can take home your very own virtual dog for free!
Download the TurboSquid VR Gallery: lashkoalex

About the Artist
The models featured in this gallery all come from TurboSquid artist Alex Lashko, known as lashkoalex on the site, who has mastered the niche of game-ready 3D dogs.
Artist Guest Post: RaveeCG
Capturing the detail on an animal that’s been extinct for millions of years can be a unique challenge. Want to try your hand at modeling something like this armored Triceratops?

Follow along with TurboSquid artist RaveeCG as he sculpts this three-horned dinosaur from scratch using Zbrush 4R7.
In part 1, RaveeCG blocks out the dinosaur’s shape and progresses through a moderate level of detail.
Polycounts for Real-Time Content – Looking for Feedback
I’m sure you’ve asked yourself ‘how many polygons should this object be?’ at some point, especially if you’re involved in real-time asset workflows. To make matters worse, when you go to any online forum to ask for an answer, more often than not, the answer you’ll get is ‘it depends.’
This can be a tough question to answer. The issue is amplified when selling stock 3D assets that can go to all kinds of projects – you lose the project specific artistic and budgetary constraints that normally answer this question.
Notes From the TurboSquid VR Lab: HoloLens Mini-Hackathon
Check out this abstract visualization of the HoloLens spacial mapping data of the TurboSquid offices: https://goo.gl/1OJhfz
When working with new and experimental technologies, sometimes the best way to learn about how they work is to try and make something in them. Mike Harris, a member of the local New Orleans gamedev community, visited the TurboSquid office to work with us on a HoloLens project.









