Ilya Vasilenko shared the production details of his gun, Plasma AKM, made for a VR game, discussed his modeling and retopology workflows, and mentioned a few useful tutorials.
Craig Richards did a detailed breakdown of his latest UE4 scene The Lighthouse inspired by Dear Esther: modeling in 3ds Max, texturing workflow in Substance Suite, work with Megascans, and more.
Mikhail Buleyko discussed his career path in the CG-industry, shared insights into each step of the production, named his favorite software, and talked about future technology.
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David Karis shared a breakdown of his sci-fi environment High Voltage made in Modo, Maya, and UE4.
Luan Oliveira shared a step-by-step workflow for his antique bookshelf and 3D props modeled in Maya, textured in Substance Painter, and presented in Marmoset Toolbag.
Tarek Abdellatif talked about the production of his UE4 project Antique Room: modeling in Maya, texturing in Substance Painter and Designer, and preparing the final renders.
Inka Sipola did a breakdown of her recent UE4 environment New Home and talked about modeling the buildings, texturing in Substance Painter, Designer, and Alchemist, and setting up final renders.
Viacheslav Bushuev talked about the issues artists might face when using ready-made assets and kits, the lighting setup in his recent 3D environment Demon Inside Me, and necessary steps for making a practical asset pack for sale.
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Developing a Ski Open-World Game for MobileThank you for the interview
and for an amazing game experience
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