3D Graphic Designer Hary G discussed his approach to photorealistic environments: texturing, render setup, post-processing, and advice for novice artists.
Aaron Sims and Tyler Winther from Aaron Sims Creative talked about their approach to a cinematic underwater environment made in UE4 with the help of scanned data. The project is part of their upcoming film DIVE.
Shil Bose prepared an extensive breakdown of the UE4 project Boarding made during his studies at CGMA: work with trim sheets, modular elements, and Megascans assets, material and shader setup, GPU lightmass settings, and more.
Vasily Vlasov talked about his experience of working in Unigine and real-time engines in general, their advantages and challenges.
Check out 4 NVIDIA Studio tutorials from Alex Senechal and Ben Mauro who shared their overviews of the software, showed the workflows and gave useful tips for lighting, image settings, and rendering.
Jeffy Zachariah talked about the production of his short animated film W A K E: work with Sequencer in UE4, camera setup, asset production, and more.
Finn Meinert Matthiesen talked about his RTX Lighting Studies in UE4, work with vegetation, and thoughts about the future technologies in the light of UE5 tech demo.
Annabelle Sémaan did a breakdown of her latest realistic character The Punisher made in Zbrush, Marvelous Designer, and Maya.
AMC Romania team did a breakdown of its real-time non-playable character, Paramedic, discussed modeling in ZBrush, texturing in Substance Painter, and shared the approach to details.
- 1Tutorial: Procedural Rock/Mountain Shader in Blender
- 2Depth Sketching in Mental Canvas by Greg Edwards
- 3A Stunning 3D Recreation of Walter White From Breaking Bad
- 4Random Flow: A New Plugin for Blender
- 5HOUND 13 Shares Prototype Footage of Its Dark Fantasy RPG in Unreal
- 6AI Recreates Realistic Characters From Witcher & Walking Dead
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i don't know this asset has been released or what...·
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