Amplify Creations team shared an extensive write-up on Vector Displacement Mapping and their experiments with VDMs and Amplify Shader Editor as well as explained step by step how to create VDM in Mudbox and use it in Unity.
Ivan Novikov did a breakdown of his Half-Life inspired environment, discussed his workflow in Blender and in its real-time engine Eeeve, and talked about using Megascans Library for the concept art.
Yuichiro Fujita talked about self-studying, stylized art, the difference between female and male silhouettes, and the use of contrasts for establishing focal points.
Shaafi Ahmad did a breakdown of his latest project Contemporary: cloth simulation in MD, zippers, retopology, texturing, and presentation.
Tom Bernert wrote a step-by-step guide to creating stylized PBR guns in ZBrush, Maya, and Substance Painter and shared a few useful tutorials.
Shipra Pal talked about the way she simulated and rendered the Boiling Potion FX project in Houdini and Blender.
Firas Hosn, AI Game Programmer and Mentor at CG Spectrum, shares his experience of working on games in large teams and self-aware AI development as well as gives his tips to those who want to join Ubisoft's technical team.
John Carney talked about the production process of his scene which initially started with a few props for practice, shared his layout and texturing workflow and named his favorite software.
René Vidra shared the process of creating, rigging, and animating a realistic 3D eye.
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