Artem Kurenkov shared his thoughts on the benefits of using 3D workflow in concept art and described the way he integrates into his pipeline.
Justin Mayle talked about his approach to creating a modular 3D environment 1900's Train Car made during one of the courses at CGMA.
Ben Lowing from the team of Mercuna talked about their AI navigation solution that provides efficient pathfinding, obstacle avoidance, and other features for characters and vehicles.
Manticore Games talked about their innovative product Core, a service platform that combines accessible game development tools and a vast community for creators and their audience. Join Open Alpha today!
Alex Hallenbeck talked about his approach to the project Quantum Garage and shared a few helpful tools and tips for modeling in Blender, UVing, texturing, and lighting.
Adam Sharp did a breakdown of his UE4 environment Abandoned Mansion Hall: approach to initial modeling, materials in Substance Designer, and lighting.
Harley Gresham talked about the production of a stylized Chieftain's Axe prop modeled in Maya and ZBrush, textured in Substance Painter, and rendered in Marmoset Toolbag.
Victoria Goldsmith shared a breakdown of her UE4 scene Astral Observatory inspired by The Legend of Zelda: Majora's Mask game.
Krissana Kochsila did a detailed breakdown of his hard-surface character, Number 14, discussed the inspiration and the background story of the character, shared his approach to modeling, texturing, and clothes creating, and gave some advice for character artists.
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