John Waynick shared a detailed breakdown of his Warhammer-inspired environment made during GAI's Environment Artist Bootcamp.
Karan Jaura discussed his workflow in creating the building destruction in Houdini that he worked on while taking the CGMA course, shared the key points that are worth paying attention to and talked about the biggest challenges he faced during the production process.
Brett Marshall Tucker did a breakdown of his subway scene The Passenger and shared a handful of tips and tricks for material production.
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.
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