Yuzhi Zhu briefly talked about the texturing and lighting workflows in his UE4 scene Escape.
Patryk Urbaniak talked about the production of his project Space Walk that won the first place in the latest Space Rover Competition from Hum3D.
Federico Andolfo shared a breakdown of Kaer Morhen, a location from The Witcher 3 recreated in UE4: blockout, trim sheets, lighting, post process, and more.
Ehsan Ebrahimzadeh discussed his career path in the industry and briefly talked about the production process of his scene for Zero Six: Behind Enemy Lines, covering vegetation, lighting, and texture workflows.
Mikhail Buleyko discussed his career path in the CG-industry, shared insights into each step of the production, named his favorite software, and talked about future technology.
Stephen Honegger did a breakdown of his Basement Scene within which he experimented with assets from Megascans and ray-traced lighting in UE4.
David Karis shared a breakdown of his sci-fi environment High Voltage made in Modo, Maya, and UE4.
Joseph Burt talked in detail about his modular NYC Apartment Building scene covering all essential steps from working with modularity, UVs, and tiling textures to setting up a gloomy atmosphere in the engine.
Angel Fernandes did a breakdown of his UE4 scene Gothic Temple: modeling workflow in ZBrush and 3ds Max, approach to texturing in Substance Designer, shaders, and rendering in UE4.
Ultimate Eye Generator for SubstanceHello! This is amazing! But I would like to know if the generator work...·
Polaris MRZR D4: Military Vehicle ProductionApsveicu ar panakumiem! ;-)·
Developing a Ski Open-World Game for MobileThank you for the interview
and for an amazing game experience
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