Have a look at a setup by Kai Müri and a tutorial by Diego Gangl to learn how to set up watercolor renders in Blender Eevee.
Donna Urdinov shared some of her recommendations and anatomy tips, which will help you make your 3d characters a little better!
Jonjo Hemmens wrote an amazing article that covers game art tests and their importance and gathered numerous tips from the artists working in the industry.
Junliang Zhang did a breakdown of his procedural terrain created with the HeightField workflow in Houdini and finished in UE4.
Miki Bencz did a very nice overview of the way he models, paints and presents his phenomenal stylized models.
Michelangelo Cellini showed how to make the most out of the new real-time ray-tracing features in UE4.
SilverTM presented their incredible Project Lambda made for Half-Life fans in UE4. If Valve doesn’t make Half-Life 3, fans will make it by themselves!
Lucas Staniec talked about the way concept artists work with level designers and game developers while creating awesome game art.
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.
- 1Tutorial: Procedural Rock/Mountain Shader in Blender
- 2Depth Sketching in Mental Canvas by Greg Edwards
- 3A Stunning 3D Recreation of Walter White From Breaking Bad
- 4Random Flow: A New Plugin for Blender
- 5HOUND 13 Shares Prototype Footage of Its Dark Fantasy RPG in Unreal
- 6AI Recreates Realistic Characters From Witcher & Walking Dead
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