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.
Take part in the new cool challenge!
Check out 4 packs with brushes and courses for fast and easy hair and clothes production from Gumroad artists!
Han Yang talked about the production of his personal film The Pantheon and the way he worked with real-time technology, mocap, and camera.
Ricardo Teixeira from Amplify Creations talked to Oliver Pavicevic about his amazing VR Train scene and Deckard Render, a Unity tool developed by Oliver that helps simulate physical camera behavior akin to real-life cinematography.
Erasmus Brosdau, CEO and Director at Black Amber Digital, shared his experience of directing and producing high-quality realistic cinematics and reviewed various technologies used in production: Motion Capture, Real-Time and Offline rendering, Deep Learning systems.
The Changing Landscape for Game Industry RecruitingThere are many conflicting statements in this article, but I think the...·
Yuzu: Stylized Character Production in ZBrushWhen it comes to sculpting amazing creatures, people, and places, ther...·
Ubisoft Releases Mixer For BlenderI am trying to figure how how to get my port number is do I need to cr...·
Creating Boiling Potion FX in HoudiniThis is just hypnotic.·
Join thousands of game designers and keep track of your subscriptions