Lukas Kutschera did a breakdown of Barbossa made in ZBrush, Maya, Marvelous Designer, and Substance Painter during the course Character Creation for Film/Cinematics at CGMA.
Neysha Castritius talked about the production of a realistic female character made in Maya, ZBrush, and Marvelous Designer during her studies at CGMA.
Nabil Kechiche talked about the production of a street scene in UE4 made for his new Game Environment Design Masterclass: work with Unreal Blueprint spline component, modular approach, use of Megascans, storytelling, and more.
Luis Yrisarry Labadía did a breakdown of his character art project talking about capturing the likeness, hair, clothes, and lighting.
Alex Bouhabén did a breakdown of his latest game-ready asset Medical Pocket Watch: modeling and retopology, metal and glass texturing in Substance Painter, rendering in Marmoset Toolbag, and more.
Gonzalo Marroquin talked in detail about modeling and texturing a realistic WW2 RAF Helmet.
René Vidra shared the process of creating, rigging, and animating a realistic 3D eye.
Alice Lee did a breakdown of her Pirate character made in ZBrush, Maya, Substance Painter, and Mari.
Hansel Febrianto did a breakdown of his realistic retro TV made in Maya and Substance Painter.
Procedural Optimization With Houdini: Case StudyAwesome breakdown!·
Operation Claymore: Complete Workflow for an UE4 Scenethis is Great! Love the detailed breakdown of the project.·
Operation Claymore: Complete Workflow for an UE4 SceneFor the cloth itself, it was just a relatively dens quad mesh. For the...·
Operation Claymore: Complete Workflow for an UE4 SceneHi, I was wondering what was the process for the cloth sim topology.·
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