Craig Richards did a detailed breakdown of his latest UE4 scene The Lighthouse inspired by Dear Esther: modeling in 3ds Max, texturing workflow in Substance Suite, work with Megascans, and more.
Simone Lombardo broke down an exciting UE4 experiment in which he created the effect of spawning plants by shooting a gun.
Marc Martin shared a few production details of the stylized character art project Avyanna: sculpting, retopology, work with emotions, rigging, and more.
Federico Andolfo shared a breakdown of Kaer Morhen, a location from The Witcher 3 recreated in UE4: blockout, trim sheets, lighting, post process, and more.
Ivan Blinov did a breakdown of his stylized project The Drunk Lake Inn modeled in Maya, textured in Substance Painter, and rendered in UE4.
Evgeny Romanov did a detailed breakdown of his Researcher Robot project, shared his modeling workflow in Maya, discussed topology in RizomUV, and talked about his approach to learning different 3D software.
Ehsan Ebrahimzadeh discussed his career path in the industry and briefly talked about the production process of his scene for Zero Six: Behind Enemy Lines, covering vegetation, lighting, and texture workflows.
Xsens team talked about Xsens MVN Animate, their time-proven motion capture software used in different fields by Epic Games, Ninja Theory, The Mill, and other clients.
Alexandr Novitskiy prepared a brief breakdown of his latest character Lost Undead talking about the silhouette, texturing, and presentation.
How Will 3D Production Change In The Future?I dont believe that photography is the best example, though I understa...·
Dealing with Pre-Made Assets & UE4 Lighting Tipsthanks for giving me tips 🤗🤗🤗·
How Will 3D Production Change In The Future?@G Justin, funny you mention furniture. I think that's a really g...·
How Will 3D Production Change In The Future?Probably the future of creating games will be the same as how it went...·
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