Anna Koroleva discussed how she worked on the shapes and details in her Snakes Material made in Substance Designer.
Jack Jägerman discussed his approach to creating different types of particle simulations in Houdini for his project Downfall, talked about adding materials to the particles, and gave a few useful tips on technical art.
Yann Esparbié discussed step-by-step how he created the procedural Coffered Ceiling Material in Substance Designer: shape and details generation, metallic/roughness maps, and tips for rendering.
Oleg Knyazev and Lekso Tiger (Yulia) talked about their Tarot Cards project: Yulia created 2D illustrations and Oleg implemented the idea in UE4.
Stan Brown explained step-by-step how he created a Tarnished Metal material in Substance Designer: height data, grime and dirt layers, Albedo, Roughness, and more.
Charlie Foreman explained step-by-step how he created a procedural layered wall material.
Ishan Verma did a breakdown of his procedural material Moroccan Painted Tiles created fully in Substance Designer.
Massimo Caggese did a breakdown of his latest procedural material made in Substance Designer.
George Garton prepared an extensive write-up on his UE4 scene Veiga Lighting Study discussing Brutalist style research, work with materials, water and lighting setup, and more.
Procedural Optimization With Houdini: Case StudyAwesome breakdown!·
Operation Claymore: Complete Workflow for an UE4 Scenethis is Great! Love the detailed breakdown of the project.·
Operation Claymore: Complete Workflow for an UE4 SceneFor the cloth itself, it was just a relatively dens quad mesh. For the...·
Operation Claymore: Complete Workflow for an UE4 SceneHi, I was wondering what was the process for the cloth sim topology.·
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