Check out 5 Unity packs with tools, collections, and shaders for working on the materials for any type of environment you are working on.
Tsvetelina Valkanova from Ubisoft shared her experience of working on Assassin’s Creed Valhalla and creating various materials for the game in particular.
Check out a cool auto material for landscape from MAWI United.
Lars Bouaraba shared the workflow for his latest procedural material Old British Building Facade: generating bricks, window arches and windows with the dirt effect, elevated elements, and more.
Maxime Guyard-Morin discussed step-by-step how he created a procedural Cloth Padded Wall material in Substance Designer and rendered it in Marmoset Toolbag as well as shared a few resources for studying the software.
Check out 5 tutorials from the Artstation marketplace that will help you understand the VFX production process as well as the creation of rocks, mountains, and clouds.
Michael Gerard did a breakdown of his Death Stranding-inspired scene and discussed his approach to working with Megascans assets, creating materials in Substance Designer, shared his workflow on vegetation in SpeedTree, talked about lighting setup and landscape composition.
Alec Tucker did a breakdown of his Volcanologist's Lab scene, inspired by Death Stranding, shared his workflow with modifying Megascans assets using Mixer, discussed the material workflow, and briefly talked about VFX production.
Carlos Perfume-Garcia discussed the production of his Sci-Fi material made in Substance Designer, talked about the presentation in Marmoset, shared his approach to working with material structure, revealed biggest challenges, and his ways of learning the software.
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- 2Flight Simulator Gameplay vs Real-Life Footage
- 3Free Tutorial: Creating Realistic 3D Moss
- 4Creating Realistic Hairstyles in XGen: Workflow Tips
- 5Oleg Vdovenko Presented A New UE4 Horror Adventure
- 6Creating a Vintage Camera in Blender and Substance Painter
Floating Islands: Setting Up Stylized Shaders with HDRP in UnityHi, amazing work! Can you give more details about how you did the AO f...·
Working on Stylized Assets in ZBrush: Detailing Wood and MetalThanks for the tutorial:)·
playrix Alexander Khorkov
Creating Realistic Hairstyles in XGen: Workflow TipsInteresting would be to know, which is the difference in comparison wh...·
Working on Stylized Assets in ZBrush: Detailing Wood and MetalReally love your work !·
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