Malte Resenberger-Loosmann has shared an extensive breakdown of the AKS-74U project, explaining why it is important to pay attention to materials and textures and providing tips on how to approach material definition.
EveGoPlayOn's Evgene Ponomarev has shared a breakdown of the Y.R.S. "Turtle" project, told how the weapon was modeled and textured, and discussed the peculiarities of creating an asset for a game.
Mijaíl Záitsev has shared the workflow behind the IceBoat project and showed the texturing process, explaining how the wood layers were created.
Philipp Neumann shared the workflow behind the Mouth of Sauron project, explained how the animation for the eye was created, and talked about setting up the flame effect.
Robert Navarrete has shared his workflow behind the Atlantis Escape Pod project, explained how modeling in Maya was done, and discussed difficulties of rendering the project.
Level Artist Xiaoyu Cui has shared a comprehensive breakdown of his photogrammetry workflow, explained how to create models using RealityCapture and render them in Unreal Engine, and spoke about getting started with photo-scanning.
The designs were made by Andrew Zinchenko using 3ds Max and KeyShot.
Oleksandra Sokol has shared the working process behind the props made for World War 2: Battle Combat and gave some tips for beginner artists.
Dmitry Doryn talked about the workflow behind the project for the Dragon's Rise: The Forgotten Realms competition and shared some tips that helped him save time.
- 1Under a Rock: A Procedural Open-World Survival Game Powered by UE5
- 2A Game that Costs $2,000 Was Released on Steam
- 3The Production Pipeline Behind Horizon Forbidden West's Faces
- 4Chrono Trigger's Frog Reimagined as an Elden Ring Character
- 5Creating an Assault Rifle in Substance 3D Painter and Unreal Engine 5
- 6Dreamix: A New Diffusion Model for Video Editing
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