David Karis shared a breakdown of his sci-fi environment High Voltage made in Modo, Maya, and UE4.
Inka Sipola did a breakdown of her recent UE4 environment New Home and talked about modeling the buildings, texturing in Substance Painter, Designer, and Alchemist, and setting up final renders.
Viacheslav Bushuev talked about the issues artists might face when using ready-made assets and kits, the lighting setup in his recent 3D environment Demon Inside Me, and necessary steps for making a practical asset pack for sale.
Ben McDonald did a breakdown of his UE4 environment Lost Temple Ruins talking about the process of making the temple, rocks and foliage, and lighting setup.
Jonathan Holmes from the Quixel team shared a detailed breakdown of his recent environment Pine Flatwoods discussing the workflow in Quixel Mixer and SpeedTree as well as export and material & lighting setup in UE4.
Sakis Laspas broke down his modular Stable project step-by-step: blockout, modeling and UVs in Blender, texturing in Substance Painter, and lighting in UE4.
Lucas Josefsson talked in detail about the production of his UE4 scene Veturheim Ruins focusing on modeling, texturing, and scene assembly workflows.
Finlay Pearston talked about the goals and production of his Modular Street Pack available on UE4 Marketplace.
Andreas Lohse did a breakdown of his recent UE4 environment Get Away made during the mentorship with Chris Radsby at Mentor Coalition.
Ultimate Eye Generator for SubstanceHello! This is amazing! But I would like to know if the generator work...·
Modeling and Texturing an Old CRT TV PropAwesome!·
Polaris MRZR D4: Military Vehicle ProductionApsveicu ar panakumiem! ;-)·
Developing a Ski Open-World Game for MobileThank you for the interview
and for an amazing game experience
Join thousands of game designers and keep track of your subscriptions