Laurence J. Hester did a breakdown of the environment made at Game Art Institute: modular design, materials, lighting, rubble rig, Micro normal, and more.
Alessandra Astrino did a detailed breakdown of her stylized asset Forest Chest inspired by Heroes of the Storm.
Kassondra Krahn talked about her beautiful cel-shaded Teapot House made with 3ds Max, Substance Painter, and Marmoset Toolbag.
Olmo Potums participated in ArtStation Challenge Feudal Japan and did a breakdown of his UE4 piece with a Chinese ship as a hero prop. The textures are created with Substance tools.
Irfan Haider shared his experience of working in the industry on vehicle art, talked about their peculiarities, workflow, materials, decals, polycount, and more.
Andrew Alexandrov did a breakdown of his project Silent Knights with a reach storyline behind it and talked about level, Hero prop, material, and lighting production.
Bo Chicoine talked about the place of texturing in the modern pipelines, compared Substance Painter and Photoshop, and overviewed the advantages Game Art Institute provides its students with.
Viktoria Didenko shared the production details of her somber scene The Talking Tree inspired by Darkwood and Pripyat made with UE4, Substance Tools, ZBrush, and Maya.
Massimo Caggese did a breakdown of his recent project – Gold Egyptian Bracelet – created with ZBrush, Blender, Substance Painter, and 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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