Clarence Lowe discussed step-by-step how he created a Japanese scene with Golden Ginkgo trees and breathed life into it with subtle animations of the wind and falling leaves.
Nick Jackson did a breakdown of his UE4 scene Japanese Gazebo discussing the pre-production stage, workflows for hero prop, rocks, vegetation, and more.
Muhammad Omar discussed his approach to vegetation, scene assembly, lighting, and particles in the project The Tree of Life and shared a few helpful free tutorials and lessons he has learned along the way.
Jonathan Holmes from the Quixel team shared a detailed breakdown of his recent environment Pine Flatwoods discussing the workflow in Quixel Mixer and SpeedTree as well as export and material & lighting setup in UE4.
3D artist Damien Peinoit offers environment art classes that you can purchase separately or as a full course.
Jefferson Smith did a breakdown of his 3D environment Snowy Mountains made with Maya, Substance Designer, and SpeedTree.
Billy Matjiunis from Ubisoft Toronto discussed his career path, talked about the team's approach to creating and organizing reusable assets for the Far Cry franchise and shared his workflow for vegetation production.
Ducrocq Hugo did a breakdown of his Swamp Vegetation project and covered the production of realistic vegetation in Substance Designer, SpeedTree, and Megascans.
Sourav Kumar participated in the Artstation Challenge and did a huge breakdown of his impressing game environment project, Medieval Village.
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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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