How Ubisoft La Forge Integrates Machine Learning into Game Production

Yves Jacquier, Executive Director of Production Services Studios at Ubisoft Montreal, discussed their mission at Ubisoft La Forge, a unique R&D lab where researchers and game developers push the envelope and implement new technologies in production.


Yves Jacquier

Published on

Dec 02, 2020

Creating an Old British Building Facade in Substance Designer

Lars Bouaraba shared the workflow for his latest procedural material Old British Building Facade: generating bricks, window arches and windows with the dirt effect, elevated elements, and more.


Lars Bouaraba

Published on

Dec 01, 2020

Creating a Cloth Padded Wall in Substance Designer

Maxime Guyard-Morin discussed step-by-step how he created a procedural Cloth Padded Wall material in Substance Designer and rendered it in Marmoset Toolbag as well as shared a few resources for studying the software.


Maxime Guyard-Morin

Published on

Nov 24, 2020

Emerald Dungeon: VFX Production in Maya and UE4's Niagara System

Jacob Clode discussed the production of his UE4 stylized scene, Emerald Dungeon, shared his approach to texturing in Substance Painter, talked about the waterfall creation and Maya and working in UE's Niagara system for VFX. 


Jacob Clode

Published on

Nov 17, 2020

Flair: An Overview of A Node-Based Engine for Stylized 3D Art

Santiago Montesdeoca, CEO of Artineering, talked about the new node-based real-time engine for stylized CG, discussed its core features and advantages of it for 3D artists, shared resources on how to get started with it as well as mentioned key current integrations and future plans. 


Santiago Montesdeoca

Published on

Nov 16, 2020

The Beast: Grooming Workflow in Houdini

Marion Carnazza discussed the production of the beast she worked on during the final project at the 3D school, Creative Seeds, dived into the details of creating a fur in Houdini, and talked about the team's collaboration. 



Published on

Nov 13, 2020

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