Florian Gelzenleuchter shared his workflow on recreating water shader for Zelda: Breath of the Wild fan project The Bells’ Arietta.
Carlos Lemos has recently finished his 4-part tutorial on normal mapping and kindly allowed us to repost it on 80 Level (originally posted on Artstation). In this article, read about different types of normal maps, common problems that occur when working with them and some solutions.
Nils Arenz continues his vegetation studies in UE4 and speaks about creating dense grass for next-generation video games with minimal loss of performance.
The team shared some insights into the production of the award-winning title: from the interactive ropes system and realistic blood behavior to next-level immersion and the beauty of destruction.
Carlos Lemos has recently finished his 4-part tutorial on normal mapping and kindly allowed us to repost it on 80 Level (originally posted on Artstation). In this article, read about what normal maps are and the process of baking them.
Mix your colors, dip your brush in and start painting in VR with this new app.
New footage reveals how Respawn tested level design ideas.
This version of Jinx is based on a 2D concept.
Harry Alisavakis did a detailed breakdown of his Anime Laser Beam effect, talking about the creation of the beam, dust circles, charging sphere, and the use of particles.
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