Othman El Bahraoui has shared the workflow behind the All Gone project, talked about working with Megascans assets, and showed the lighting setup in Unreal Engine 5.
Michael Neocleous has shown us the working process behind the Interceptor project, explained the modeling workflow in Blender, and demonstrated how different surface layers were set up.
Check out the Dark Souls-inspired Dark Bridge location made with Megascans assets and UE5.
Livio Ambrosini shared an enormous breakdown of the Before The Storm project, explained the working process behind the terrain, and thoroughly explained how to create foilage using SpeedTree, 3ds Max, and Megascans.
Level Artist Julia Maximenko showed us how to create a magical forest using the Megascans/Unreal Engine 4 workflow.
David Väson shared a breakdown of the Foreboding Ruins projects, talking about the process and technical experiments, emphasizing the Megascans and Unreal Engine 5 workflow.
A 3D Environment Artist Karsten Malmquist showed us how the real-time procedural grass was created, explained how to use scanned atlases from Megascans to create grass clusters in SpeedTree, and talked about setting up the grass shader.
Alexander Sartig shared an enormous and detailed breakdown of the Shadow project, explained the entire process step-by-step, and talked about the tools used in this workflow.
Aaron Winnenberg showed us the working process behind the Victorian Bedroom project, explained the modeling process in Blender, and talked about using Unreal Engine 5's new features to create environments.
- 1GTA's Grove Street Recreated in Unreal Engine
- 2Ziva Dynamics Announces A New ML-Trained Facial Rigging Service
- 3A Behind-The-Scenes Look At The Making Of Arcane
- 4Using A Photoshop Neural Filter To Enhance Skyrim Visuals
- 5SacriFire – A Retro-Style JRPG With A Modern Twist From Poland
- 6PBR Bridge: A New Blender Add-On that Simplifies Your Workflow
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