Gesy Bekeyei did a breakdown of another hard-surface project made in Blender and shared useful add-ons, lighting tips, and workflow details.
Gustavo García Guerrero took a Character Artist Bootcamp at GAI and talked about the challenges he faced as a beginner.
Ohle Mathiebe shared a few tips for weapon and hard-surface artists and talked about such stages as pre-production, modeling, UVing, and texturing.
Virendra Pratap Singh did a breakdown on his recent project, Balinese: Guardian Statue, and shared his workflow.
The Fishing Cactus game studio talked about game production and shared their workflow with the Nanotale game.
Jay Cummings wrote a detailed article about the production of his recent project Slaughterhouse made in UE4. Part 1 covered the pre-production phase, software used, blockout, asset modeling, materials, and foliage. In Part 2, Jay discusses his approach to photogrammetry, lighting, post-processing, effects and additional materials included in the appendix.
Elliot Sharp talked about the biggest advantages of MODO for hard-surface artists, its best features, tools, and addons as well as project presentation and a bit of texturing.
Andreas Lohse prepared a breakdown of his recent environment Hideout and talked in detail about the production of numerous assets, quick texturing, and camera settings in UE4.
Andrew Lund made a huge breakdown on his recent project, Winter Street Scene, and shared some organizational tips.
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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