Mariusz Becker did a breakdown of his realistic architectural scene Brutalist Dreams made with Cinema 4D and Megascans.
Kem Yaralioglu talked about the way he approaches his surreal materials made in Substance Designer, terrain and world creation, working from concepts, lighting, and more.
Alex Trevino shared a timelapse breakdown of the texturing part behind a 3D asset based on a Sheng Lam concept POTIFY. The video is an amazing example of the high quality you can achieve in Substance Painter.
In this digest, Andrei Petrukovich shared all the Megascans materials and models he used in his mesmerizing scene Fox.
Lucian Stroiny did a breakdown of his UE4 environment Old Classroom: modeling, procedural bookshelves, materials, lighting.
The Quixel team launched their first Mixer challenge.
Ever wanted to recreate worlds from Destiny 2? We’ve tried to help you out and chose several products from Megascans Library suitable for such a task.
Harrison Eilers talked about the PBR workflow in UE4 for the base color, metallic, and roughness maps, and PBR Validate Tool that helps to test the materials.
Nick Comeau did a breakdown of his scene and shared a handful of useful tips on creating wood, glass and tile materials and lighting in Marmoset Toolbag.
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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