Deep Dive Into Creating Photorealistic Weapons – Kevuru Games Experience
The Kevuru Games team has told us how their Weapons Department approaches the creation of realistic weapons, explained why it is more difficult to model sci-fi than realistic weapons, and shared why artists themselves visit a shooting range and learn to shoot.
Breaking Down Multi-Pipeline Trailer Production for a 2D Arcade Game
The Heroic team has walked us through the multi-pipeline production process behind the Ezra and Evil Fog trailer created for a 2D arcade game Merge Dragons.
Texturing an Aged Phone Booth with Substance 3D Painter
Íñigo Cebollero shared a short breakdown of the Worn Phone Booth Telefonica, spoke about decal techniques that he used, and discussed the challenges of texturing work.
Creating a Custom Motorbike Scrambler in Maya, Substance 3D Painter & UE5
Zachary Allen shared a short breakdown of the BMW R9T Scrambler Motorbike project, spoke about his creative approach to making game assets, and gave some tips on preparing for building complex models.
Making a Realistic Favela Diorama With Maya, Substance 3D & UE5
Jean Pierre Vargas has shared a comprehensive breakdown of the Favela Diorama project, explained how the props for the scene were modeled and textured, and showed how the environment's true-to-life visual style was achieved.
Creating a Ponytail Hairstyle with Maya, XGen & Unreal Engine
Malte Resenberger-Loosmann showed the working process behind the ponytail hairstyle, shared the scene setup in Maya and Unreal Engine, and explained how GS CurveTools helped create realistic hair.
More Than 80% of Gamers Would Pay More for Games With Smart NPCs
The Inworld AI team has published an informative report that will help studios of all sizes navigate what to focus on when it comes to their efforts to upgrade NPCs in their games.
Creating a Dreamy Cottage with Maya, Substance 3D Painter & Houdini
Ethan Clark, a recent graduate of the Gnomon School of VFX, shares some of his workflow and secrets for creating a stylized atmosphere for his latest project, the dreamy Palia House.
Recreating Post Malone in Maya, ZBrush & Substance 3D Painter
Andrei-Mihai Bejan shared his workflow behind the Elden Malone project, gave a few tips on how to improve your texturing, and discussed the importance of lighting in creating and showcasing a character.
- 1Unreal Engine 5.2 Preview Is Now Available
- 2Using GPT-4 to Control Lights in Unreal Engine 5
- 3Tips on Landing a Job from Naughty Dog
- 4A Behind-the-Scenes Look at Avatar 2's Water Technology
- 5Disney Animator Shows That It's OK to Break Things to Get a Good Result
- 6AI Shader: A ChatGPT-Powered Shader Generator for Unity
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