François Larrieu discussed how he worked on two modular sci-fi projects: modeling and detailing, use of trim sheets, lighting, post-process, and more.
The team has finally revealed the release date, October 12.
Vistorovschi Victor talked about the production of The Astronomer’s House, a 3D environment based on Simon Stalenhag's art and made in UE4 with Blender and Quixel Megascans.
Travis O’Connor talked about Folkvangr and Baphomet, two environments that are part of his larger cyberpunk project Megaplex 42 created during his studies at Vertex School.
Andy Baigent did a breakdown of the sci-fi scene Hydroponics Lab: modeling in 3ds Max, working with Parallax Occlusion Map decals, composition, lighting, post-process, and more.
Check out 6 packs for futuristic, cyberpunk world production with skyscrapers, towers, spaceships, and urban scene details from Kitbash.
Check out 6 packs with assets for sci-fi and Cyberpunk-inspired scenes from Laertes Studios. The compilation includes collections for interior and exterior scenes, as well as apartments, bars, and lab environments.
Sady Fofana shared the production details of his latest Softsurface Crate model and the rest of the sci-fi CRT prop series created with Blender, Substance Suite, and Marvelous Designer.
Alberto Catalan Gallac prepared an extensive step-by-step breakdown of his latest 3D scene Power Overload. Software used: UE4, 3ds Max, ZBrush, Substance Painter, and Marmoset Toolbag.
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- 6Creating a Vintage Camera in Blender and Substance Painter
Floating Islands: Setting Up Stylized Shaders with HDRP in UnityHi, amazing work! Can you give more details about how you did the AO f...·
Working on Stylized Assets in ZBrush: Detailing Wood and MetalThanks for the tutorial:)·
playrix Alexander Khorkov
Creating Realistic Hairstyles in XGen: Workflow TipsInteresting would be to know, which is the difference in comparison wh...·
Working on Stylized Assets in ZBrush: Detailing Wood and MetalReally love your work !·
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