Junliang Zhang did a breakdown of his procedural terrain created with the HeightField workflow in Houdini and finished in UE4.
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.
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.
Adam Knight did a breakdown of Secret Spot, a realistic scene based on Alessandro Paviolo’s concept, and talked about architectural elements, foliage, texturing, and lighting.
Guillaume Hecht discussed his approach The Rally Point, a personal project that took him around a year to complete: iterations, building production, prop design and modeling, materials, and more.
Robin Lingmerth did a full breakdown of his Noodle Bar diorama and shared some tips he'd learned along the way: modeling and animating in Maya, uploading the project on Sketchfab with ALembic cashing, UV mapping, texturing, and more.
Gary Tang gave a brief talk on the production of his Tokyo Night environment full of neon lights made with Unity, Maya, and Substance Painter.
Auke Huys with the help of Rodrigo Villani created an advanced Landscape Material for UE4 and overviewed some of the nodes and their functions. You can also download the material for free and use it in any way you want!
Pavel Filimonov talked about his project Traktir and explained in detail how he worked on props and lighting in Blender and UE4.
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