Matthew Messner did a breakdown of his stylized prop Porta Potty made in ZBrush, MODO, Substance Painter, and UE4.
James Brisnehan discussed in great detail his huge UE4 project Villaggio Toscano talking about level design and assembly, modeling in Maya, texturing with Substance tools, foliage creation, lighting, and polishing.
Simon Verstraete shared a beginner-friendly tutorial on how to generate procedural crystals in Houdini covering the base shape, different kinds of noises, the mountain node, and masks.
Lukas Kutschera did a breakdown of Barbossa made in ZBrush, Maya, Marvelous Designer, and Substance Painter during the course Character Creation for Film/Cinematics at CGMA.
Anna Koroleva discussed how she worked on the shapes and details in her Snakes Material made in Substance Designer.
Damien Lappa discussed the pipeline for The Stranding Project, an organic environment inspired by the legendary Kojima Productions's game.
Igor Silva shared the process of rigging and animating Fabio Di Castro's character Death Knight as well as FX, shader, and character setup in UE4.
Nils Wadensten talked about Amethyst, a character art project based on the art of the famous Czech painter Alphonse Mucha.
Adam Rzatkowski discussed in great detail the production of his UE4 environment Operation Claymore and the mindset he re-approached the initially unsuccessful project with.
Procedural Optimization With Houdini: Case StudyAwesome breakdown!·
Operation Claymore: Complete Workflow for an UE4 Scenethis is Great! Love the detailed breakdown of the project.·
Operation Claymore: Complete Workflow for an UE4 SceneFor the cloth itself, it was just a relatively dens quad mesh. For the...·
Operation Claymore: Complete Workflow for an UE4 SceneHi, I was wondering what was the process for the cloth sim topology.·
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