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.
Emil Guder dissected the Houdini Digital Asset (HDA) he set up to simulate the construction process of a customizable building.
Branislav Grujic and Daniel Ebanks shared a handful of technical details and their approach to art in the game project TANKHEAD.
Heather Dove did a breakdown of her modular Capone's Candies shop made during a class at CGMA and explained how texel density can help you with modeling at a proper scale.
Hard-Surface Modeling & Material TipsTomi, i think your creativity is genius, thank you!·
Tools and Tips for Hard-Surface Modeling in Blender 2.8Thanks for sharing! Coolection of good stuff, everybody can find somet...·
Learning Texturing With Substance Paintergreat job! thanks for sharing!
Would I remodelling this gun for st...·
3D Software Courses for Beginners at UdemyAnd I think the reader will often use the professionally published mod...·
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