3D Environment and Prop Artist Aakarsh Gupta shared the workflow behind The Final Ascent project, explained how the scene's assets were modeled and textured, and discussed the lighting setup in UE5.
Klaudia Litwinski shared the modeling and texturing workflows behind the Dragon Fish House project, explained how the waterfall was created, and demonstrated the lighting setup in Unreal Engine.
3D Environment Artist Jeronimo Canale has told us about The Pirates of the Caribbean-inspired The Swamps environment, explained how the scene's modular parts and vegetation were made, and spoke about the material creation process.
Kateryna Yavorska told us about the workflow behind the Abandoned London Pub Diorama project, explained how complex surfaces were created using Substance 3D Painter and Substance 3D Designer, and shared how mentors at Vertex School helped her during the production.
Pontus Ryman has told us about his photogrammetry workflow, spoke about the right weather conditions for scanning, and explained why RealityCapture is his software of choice when it comes to running the images through for a 3D model.
Mot Studio shared an easy way to make ivy in just 15 minutes.
Gabe Tandy talked about the work process behind The Grasslands project, explained how he achieved realistic lighting, and spoke about the advantages of the Megascans library.
The artist utilized Unreal's Fluid Flux plug-in to create the river.
The environment was made by 魔灯.
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How Many Applicants Are "Completely Unprepared" for a Job at a Game Studio?Thought I'd leave a comment that wasn't spam.
How Many Applicants Are "Completely Unprepared" for a Job at a Game Studio?Well lets also face, that there arent so many opportunities to get a p...·
Todd Howard: People Will Be Playing The Elder Scrolls VI for a DecadeAnon, chill, you'll still play it, stop acting as if Sony and Nin...·
The Callisto Protocol Director Blames the Game's Issues on a "Freakin Error by Someone Rushing"This is - at least in my view - clearly a excuse by forcing a whole te...·
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