Rey Jhon Rosano talked about his recent character and shared some bits of the workflow.
Lucas Ceccon talked about the recent work he made at Think Tank Training Centre and shared some organisational tips and his workflow.
The Forgotten One team talked about their student project that mixes Rapunzel tale and horror elements: level design, asset production, materials and more.
James Tupper broke down the abstract artwork created at CGMA during the course Abstract FX in Houdini and gave a lot of useful tips.
Industrial designer and knifemaker Anton Malyshev from Custom Knife Factory talked about new trends in manufacturing and shared his workflow.
Maciej Górnicki shared his character modeling and texturing workflows for mobile game characters and reviewed MODO's tools.
Florian Gelzenleuchter shared his workflow on recreating water shader for Zelda: Breath of the Wild fan project The Bells’ Arietta.
Jay Cummings wrote a detailed article about the production of his recent project Slaughterhouse made in UE4. Part 1 covers the pre-production phase, software used, blockout, asset modeling, materials, and foliage. In Part 2, Jay will discuss his approach to photogrammetry, lighting, post-processing, effects and additional materials included in the appendix.
Lucas Falcao did a breakdown of his Black Cat scene created in Blender and talked about the fur, Blender tools, texturing, lighting, and more.
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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