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.
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.
Nebojsa Nikodijevic did a breakdown on his awesome project that he worked on during the Weapons and Props for Games course at CGMA and shared his workflow in Maya and Substance Painter.
Michał Kalisz shared a lot of helpful insights into hard-surface modeling in Blender, including various addons and rendering tips in Eevee and Cycles.
Kim Aava summarized her amazing talk about the difference in techniques, which artists use to build photo-realistic and stylized environments.
Nolan Blew Up A Jet Instead Of Using VFX To Cut CostsI'm surprised he didn't use a Boeing 737 MAX, those have to...·
Building Pine Flatwoods In UE4Awesome work, very detailed, natural, nice atmosphere, great lighting....·
A New Model for Rendering Millions of Dynamic Lights in Real-TimeCrazy. But the real question here is: Who chooses the music for these...·
Magic Leap Raised $350 Million350 mils are just drop in a water to keep them afloat for a year or so...·
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