Articles

Death Stranding-Style Scene: Assets, Vegetation, Composition Workflow

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. 

Author

Michael GERARD

Published on

Nov 19, 2020

Lighthouse: UE4 Master Material and Scene Composition Approach

Daniil Osipov dived into the production process of his Lighthouse scene made with Megascans assets, shared the details of his UE4 Master Material workflow, and explained the composition process of the 3D environment.

Author

Daniil Osipov

Published on

Nov 17, 2020

The Cantina Incident: Modular Approach and Procedural Texturing in Substance

Jaikumar Gurubaran did a detailed breakdown of his UE4 Mafia-inspired game environment, The Cantina Incident, talked about his modular approach to modeling the scene, discussed his workflow on textures in Substance Designer and Substance Painter, and shared his lighting setup for day and night lighting. 

Author

Jaikumar Gurubaran

Published on

Nov 16, 2020

Volcanologist's Lab: Texturing Assets and VFX Production

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. 

Author

Alec Tucker

Published on

Nov 12, 2020

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