Industrial designer and knifemaker Anton Malyshev from Custom Knife Factory talked about new trends in manufacturing and shared his workflow.
Maciej Górnicki shared his character modeling and texturing workflows for mobile game characters and reviewed MODO's tools.
Florian Gelzenleuchter shared his workflow on recreating water shader for Zelda: Breath of the Wild fan project The Bells’ Arietta.
Jay Cummings wrote a detailed article about the production of his recent project Slaughterhouse made in UE4. Part 1 covers the pre-production phase, software used, blockout, asset modeling, materials, and foliage. In Part 2, Jay will discuss his approach to photogrammetry, lighting, post-processing, effects and additional materials included in the appendix.
Lucas Falcao did a breakdown of his Black Cat scene created in Blender and talked about the fur, Blender tools, texturing, lighting, and more.
Google collaborated with Chateau de Versailles and launched a detailed VR Tour that will let you visit Versailles.
Roman Cyganov talked about the production of realistic portraits and shared his workflow in ZBrush & Houdini.
Andrii ‘Zelfit’ Mykhailov talked about the challenges he faced in game design and shared tips and tricks on recreating aged materials.
During the Gamescom 2019 conference Viktor Kislyi, CEO of Wargaming has given an interview, where he talked about current and new projects of Wargaming and their relationships with artists.
80 Level RelaunchedTo be honest, the previous version of the site was definitely clearer...·
80 Level RelaunchedWhat I really liked about the previous design was how I could see at a...·
80 Level RelaunchedVery sad. The previous design was more understandable and clean. I don...·
80 Level RelaunchedI still like the old design.
In the previous version of the page ca...·
Join thousands of game designers and keep track of your subscriptions