80 Level Digest: Great Resources on Creating Digital Twins of Real-Life Locations
For this week's 80 Level Digest, we have prepared some educational materials, tutorials, resources, and software that will help you recreate any location you desire in a 3D space.
Creating a Fisherman's Inn Using Megascans, Blender & Substance 3D Painter
Polina Tarakanova shared the workflow behind the Fisherman's Inn project, showed how the moisture effect was done, and explained how the lighting was set up.
Creating a Stylized Fantasy House in Blender and 3DCoat
Brian Nguyen has shared the breakdown of his recent project, A Big Fantasy House, discussed the modeling process in Blender and texturing process in 3DCoat, and detailed how lighting and animations were set up.
Setting Up Dark Underground Passage in Unreal Engine 5.2
Daniel Chira has told us about the working process behind the Underground Passage Remastered project, explained how he set up the initial composition, discussed asset creation workflow, and shared how he managed to achieve the realistic camera shake.
Making a Mountain Monastery Environment with Blender, Gaea & SpeedTree
Maarten Nauta shared the workflow behind the God's Valley project, explained how the mountains were created in Gaea, and showed the asset creation process.
Making a Greece-Inspired 3D Scene With 3ds Max, Substance 3D & UE5
Tim Nickel shared the workflow behind the Advostós Fishing Village scene, explained how the materials for the environment were created, and shared the rendering setup in Unreal Engine 5.
Making a Stylized Ancient Temple Scene in ZBrush, Substance 3D & UE5
Florian Elie shared the workflow behind the Immerged Temple and Forest Pathway project, discussed the challenges of constructing a large-scale ancient megastructure, and gave some tips for optimizing lighting and post-processing techniques.
Making Mysterious Voxel Pillars in MagicaVoxel
Christophe Tritz told us about The Lost Pillars of Cassiopeia project, described the workflow in MagicaVoxel, and explained why lighting and composition are two of the most time-consuming parts.
Blizzard's Senior Artist on Her Artistic Journey & Landing a Job at a AAA Studio
Senior Environment Artist at Blizzard Molly Warner has walked us through her artistic journey, discussed her first projects and environment art workflows, explained the advantages of Unreal Engine when it comes to creating digital 3D scenes, and shared some tips on landing a job at a AAA game development studio.
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David Gaider: Developers Will Invest Significant Effort in AI-Based Dialogue Games, Yet Face FailureDragon Age isn't better than AI tho... 😂·
Duke Nukem Remastered Developer Apologized for Using AI ArtAI rulez. I am desperately waiting when game makers finally embrace Ge...·
Highly-Realistic Coastline Set Up in UE5 With Fluid Flux 2.0Beach waves are super amazing.·
XLA Reveals MetasitesLouvado seja o nosso Senhor.·
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