Julia Kovaleva gave a brief talk on how she started learning 3D and mixing it with 2D in her artworks.
Junliang Zhang did a breakdown of his procedural terrain created with the HeightField workflow in Houdini and finished in UE4.
Environment Artist Bohdan Bilous put into action the capabilities of Substance Designer and created a fully procedural Terrain Erosion Generator.
Daniel Stringer recapped how he created a VR Breaking Bad Lab in Unity and moved it to UE4 a few years later and compared the two engines.
Clarence Ong did a detailed breakdown on the project that he worked during the UE4 Modular Environments at CGMA, talked about working with references, shared his texturing workflow and game some tips on creating decorative assets.
- Environment Art
- 3d art
- 3ds max
- environment art
- level design
- Substance Painter
- Unreal Engine 4
- Substance Designer
The Winter 2020 registration period for CGMA is coming to an end in just 2 weeks.
Jaap van Muijden from Guerrilla Games gave a talk at GDC and shared how the team created the GPU-based procedural system for Horizon: Zero Dawn.
Adam Isailovic discussed the overpainting technique in Photoshop, talked about the approach to working in Blender that he learned during the course at CG Verse and shared some tips on how to improve your art.
Jason Cheung Yi Kai discussed the production of his UE4 project Concrete Evergreen made with Quixel Megascans and shared a few methods for breaking the repetitiveness and highlighting the focal point in an environment.
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