Artem Kurenkov shared his thoughts on the benefits of using 3D workflow in concept art and described the way he integrates into his pipeline.
Justin Mayle talked about his approach to creating a modular 3D environment 1900's Train Car made during one of the courses at CGMA.
Check out the packs' compilation for industrial environments production. The digest includes collections for full scene creation and packs with details to add to the existing project. Also, there's a bonus free pack, don't miss it out!
Bryan Adams allowed us to repost his old lighting test notes that describe his process of setting up lighting for a scene in two themes, warm and horror. The original post can be found on his ArtStation blog along with a study on skies.
Alex Hallenbeck talked about his approach to the project Quantum Garage and shared a few helpful tools and tips for modeling in Blender, UVing, texturing, and lighting.
Adam Sharp did a breakdown of his UE4 environment Abandoned Mansion Hall: approach to initial modeling, materials in Substance Designer, and lighting.
For this week's digest, we've chosen another atmospheric photo of Switzerland for you to recreate and picked some assets that will work well for the basement of the scene. Go check them out!
Victoria Goldsmith shared a breakdown of her UE4 scene Astral Observatory inspired by The Legend of Zelda: Majora's Mask game.
Heather Dove did a breakdown of her modular Capone's Candies shop made during a class at CGMA and explained how texel density can help you with modeling at a proper scale.
Tutorial: Types of Normal Maps & Common Problems!CAREFUL!
1. Bake your final normal map at double resolution and th...·
80 Level RelaunchedHello,
The previous layout was very efficient: at a single glance w...·
80 Level RelaunchedThis new layout...Its not... Good.·
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