Philip Purol discussed his UE4 environment Black Qualls Cave: blockout and organic composition, vegetation workflow, texturing in Substance Designer and Alchemist, lighting, and more.
Check out 5 snowy Megascans assets that would be essential for creating a winter nature scene.
Clarence Lowe discussed step-by-step how he created a Japanese scene with Golden Ginkgo trees and breathed life into it with subtle animations of the wind and falling leaves.
Maria Ardinceva prepared a detailed breakdown of her UE4 environment Snowy Ruins: terrain creation and mountains, material setup, vegetation, lighting, and more.
Anastasia Kasyanik shared a detailed breakdown of her first 3D diorama made in ZBrush, Blender, and Substance Painter.
Grab a cool forest scene pack from Robert Berg.
3D artist KKamjang discussed the process of designing a simple level entirely in Unity using UModeler.
Check out a few modular assets from recent collections for urban environment scene production.
Ana Belen Hernandez Tornero from Ubisoft Sofia shared her experience of working on Assassin’s Creed Valhalla and discussed how she approached lighting in different game locations.
- 1New Sony Division To Reimagine Music With Unreal Engine
- 2Creating Realistic Hairstyles in XGen: Workflow Tips
- 3Free Tutorial: Creating Realistic 3D Moss
- 4Flight Simulator Gameplay vs Real-Life Footage
- 5Oleg Vdovenko Presented A New UE4 Horror Adventure
- 6Creating a Vintage Camera in Blender and Substance Painter
Floating Islands: Setting Up Stylized Shaders with HDRP in UnityHi, amazing work! Can you give more details about how you did the AO f...·
Working on Stylized Assets in ZBrush: Detailing Wood and MetalThanks for the tutorial:)·
playrix Alexander Khorkov
Creating Realistic Hairstyles in XGen: Workflow TipsInteresting would be to know, which is the difference in comparison wh...·
Working on Stylized Assets in ZBrush: Detailing Wood and MetalReally love your work !·
Join thousands of game designers and keep track of your subscriptions