Piet Braun showed how he created Fallen Trees, a UE4 environment with a cinematic look, and explained his process of color grading in Davinci Resolve.
Rigole Maxime did a breakdown of his UE4 scene Twilight Temple and smart foliage that reacts to lighting.
Maria Yue discussed the recent London Fog project, shared her workflow in Unreal Engine and gave some tips for those who want to become a lighting artist.
Harid Taşkın prepared a thorough breakdown of his latest UE4 scene Forsaken: a step-by-step approach to composition, storytelling, lighting, and more.
Jay Cummings wrote a detailed article about the production of his recent project Slaughterhouse made in UE4. Part 1 covered the pre-production phase, software used, blockout, asset modeling, materials, and foliage. In Part 2, Jay discusses his approach to photogrammetry, lighting, post-processing, effects and additional materials included in the appendix.
Joey de Vries did a detailed breakdown of his Indy's Classroom made with Unity's HDPR, Blender, ZBrush, and Substance Painter.
Lucian Stroiny did a breakdown of his UE4 environment Old Classroom: modeling, procedural bookshelves, materials, lighting.
Josh Harrison talked about his time at Gnomon and his Vanguard project: VFX, lighting, working with Houdini & Megascans, and more.
Jordan Thomas from the Question team introduced their new game The Blackout Club, a co-op horror that will fully launch on on July 30th.
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