Have a look at Armory's ArmorPaint, a powerful open-source 3D painting tool with a number of great features.
The entire Quixel Megascans library became free for all Unreal Engine uses.
Florian Gelzenleuchter shared his workflow on recreating water shader for Zelda: Breath of the Wild fan project The Bells’ Arietta.
Koola is back with another stunning project in Unreal.
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.
Asobo Studios and Microsoft are changing the way games are being made with the next iteration of the famous series.
Steven Skidmore talked about the production of Procedural Rock Generation in Houdini and explained how he worked on the base meshes and textures for it.
Gesy Bekeyei did a breakdown of another hard-surface project made in Blender and shared useful add-ons, lighting tips, and workflow details.
Dragos Matkovski did a breakdown of his amazing stylized 3D environment The Illustrated Nature that will soon be available on the Unity Asset Store.
Tutorial: Types of Normal Maps & Common Problems!CAREFUL!
1. Bake your final normal map at double resolution and th...·
80 Level RelaunchedHello,
The previous layout was very efficient: at a single glance w...·
80 Level RelaunchedThis new layout...Its not... Good.·
80 Level RelaunchedGreat styling with the colours & theme! But it's let down by...·
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