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.
The Union team shared its new atmospheric project.
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.
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.
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.
Asmongold shared a reaction video where he checks out World of Warcraft scenes remade in UE4 with Quixel Megascans and AMD Graphics showcase of the 8th extension of the WoW universe.
Check out another stunning photorealistic scene shared by the artist.
A few Megascans assets that will help you create a Death Stranding inspired scene.
Pasquale Scionti shared a video showcasing his Death Stranding inspired environment made in Unreal Engine 4.25.
Using Motion Tracking For Twitch StreamsLooks very nice, too bad their system is pretty expensive.·
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Recreating American McGee's Alice in ZBrushGreat work!·
Tokyo Night Scene in Unity: Tips and TricksStarbucks is "Starbucks" (alphabets) in Japan...
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