Neysha Castritius talked about the production of a realistic female character made in Maya, ZBrush, and Marvelous Designer during her studies at CGMA.
Augustas Krivelis broke down the production process of his UE4 scene, The Yard, and talked about work with references, texturing, materials, scene assembly, and more.
Marek Markuszewski, CEO & Project Lead at Starward Industries, shared the story of developing The Invincible, a sci-fi game based on the novel by S. Lem.
The NEARGA team shared their experience of developing VoidTrain, an indie open-world adventure with action and survival elements where the players will travel on their personal interdimensional train.
Gilles Devos did a breakdown of his Fishing in Baku fanart environment made in UE4, 3ds Max, and Substance Painter.
Anshul Sharma described step-by-step the modeling and texturing workflows for his 3D gun Remington Derringer.
Angus McMeekin did a breakdown of his project Wildhammer Feast Hall made with 3ds Max, ZBrush, and Photoshop during his studies at CGMA.
Nabil Kechiche talked about the production of a street scene in UE4 made for his new Game Environment Design Masterclass: work with Unreal Blueprint spline component, modular approach, use of Megascans, storytelling, and more.
Vasily Vlasov talked about his experience of working in Unigine and real-time engines in general, their advantages and challenges.
- 1Is Blender Becoming An Industry Standard?
- 2Creating a Stylized Chaparral Environment in UE4
- 3Magma Studio - A Collaborative Browser-Based Drawing App
- 4Bethesda Is Overhauling Its Engine For Starfield & TES 6
- 5UV-Packer 3 Released For Free
- 6Guerrilla Team on Creating a Tools Pipeline for Horizon: Zero Dawn
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