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
Katie Humes did a breakdown on her recent amazing character project, shared her approach to learning new techniques, discussed her sculpting and retopology workflow and talked about animation.
Ken Bock shared his approach to stylized art and did a breakdown on the Forgotten scene that he worked on during the Environment Artist Bootcamp at Game Art Institute.
Justin Akiyama did a breakdown on the project that he created during the CGMA Weapons and Props for Games course, discussed the most important steps in the gun production and shared his texturing workflow.
Daulet Bekishev did a huge breakdown on his first project, CZ-75 SP01 Shadow Target II, and shared his learning experience while working on it.
Hugo Ducrocq did a huge breakdown on his recent project, Civilization VI fan art, talked about his workflow with hexagonal tiles and details in Substance Designer and shared some tips on working on customization.
Muhammad Aiman Zubir discussed his recent project, Guinevere, and shared his approach to modeling, working on facial features and fabrics.
Laura Beach did a huge breakdown of one of her recent projects and shared her approach to creating hard-surface materials, cloth simulation, and facial features.
Giovanni Loverso did a breakdown on his recent project, the Gramophone, that he worked on during the Game Artist Bootcamp at GAI and shared his texturing workflow.
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Well, turn out it doesn't work like that and Hax...·
The ZBrush Podcast with Rafael GrassettiI enjoy your work sir. Great job.·
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