Having troubles with layering materials in Substance Designer? Here's a guide on how to simulate the result and bake out the heightmap using Houdini.
Andreas Lohse prepared a breakdown of his recent environment Hideout and talked in detail about the production of numerous assets, quick texturing, and camera settings in UE4.
Andrei Zelenco shared a rather unique way of using Substance Designer for procedural garden design.
Asobo Studios and Microsoft are changing the way games are being made with the next iteration of the famous series.
Industrial designer and knifemaker Anton Malyshev from Custom Knife Factory talked about new trends in manufacturing and shared his workflow.
RealityVirtual overviewed their new tool deepPBR that allows you to create physically accurate PBR textures from simple photographs.
Jay Cummings wrote a detailed article about the production of his recent project Slaughterhouse made in UE4. Part 1 covers the pre-production phase, software used, blockout, asset modeling, materials, and foliage. In Part 2, Jay will discuss his approach to photogrammetry, lighting, post-processing, effects and additional materials included in the appendix.
Andrii ‘Zelfit’ Mykhailov talked about the challenges he faced in game design and shared tips and tricks on recreating aged materials.
Victor Kam talked in detail about the way he approaches texturing hard-surface assets, baking tools, smart materials, and detailing.
80 Level RelaunchedTo be honest, the previous version of the site was definitely clearer...·
80 Level RelaunchedWhat I really liked about the previous design was how I could see at a...·
80 Level RelaunchedVery sad. The previous design was more understandable and clean. I don...·
80 Level RelaunchedI still like the old design.
In the previous version of the page ca...·
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