Clarence Ong did a detailed breakdown on the project that he worked during the UE4 Modular Environments at CGMA, talked about working with references, shared his texturing workflow and game some tips on creating decorative assets.
- Environment Art
- 3d art
- 3ds max
- environment art
- level design
- Substance Painter
- Unreal Engine 4
- Substance Designer
Stephen Seress-Smith explored stylized art production utilizing industry-standard techniques within the production of the project “Dead End”. In the second part, read about texturing, level design, world-building, lighting 2.0, VFX, post-process, and more.
Robert Hodri shared his extensive experience of modding and sci-fi environment design, talked about the changes that happened in the industry over the past couple of decades and discussed his workflow.
The team of Monolith of Minds talked about pixel art games and the development of their first indie game Resolutiion that will be released in the first half of 2020.
Former students from New3dge talked about their game prototype SmashOut: Arena with the Overwatch style.
The Forgotten One team talked about their student project that mixes Rapunzel tale and horror elements: level design, asset production, materials and more.
Thea Mundy talked about the production of the Seaside level: layout, composition, set-dressing, lighting, and more.
Nitrogen has shared a new video that shows how he created his tropical island scene.
The developers of BitUp talked about the production of their game in Unity, level design, and custom Map Editor.
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