Mostafa Samir did a breakdown of his cinematic environment Baghdad made with Blender, Substance Painter, and Clarisse iFX.
Riccardo Morgia discussed the way he creates and paints facial elements, how he creates clothes and models accessories for his character.
In this article, Leo Lucien-Bay will go over and review iClone Unreal Live Link.
Raffi Yaniger shared some insights into character animation: useful tools, how to approach the task and testing the results, facial animation, and more.
Chris Sims did a breakdown of his UE4 environment The Lone Tower and talked about the way he scaled the scene, utilized Megascans, and established lighting.
Mateo Orozco did a breakdown of his adorable work Halloween Friends: blockout, sculpting, texturing, and lookdev.
Abel Dopazo talked about his work as a cinematic artist, discussing the way he uses Blender, MODO and other tools for the production of large-scale environments and cinematics.
Peter Dimitrov came back with the breakdown of his stunning work, The Neon Graveyard, and shared some tips on mimicking the neon light.
Fedor Danilov from Nord Unit talked about the studio's first game Hyperforma, a sci-fi arcade game inspired by cyberpunk literature and manga Blame! by Tsutomu Nihei.
80 Level RelaunchedTo be honest, the previous version of the site was definitely clearer...·
80 Level RelaunchedWhat I really liked about the previous design was how I could see at a...·
80 Level RelaunchedVery sad. The previous design was more understandable and clean. I don...·
80 Level RelaunchedI still like the old design.
In the previous version of the page ca...·
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