Sponsored by Unreal Engine
Creating a Cedar Forest in ZBrush, Substance 3D & Unreal Engine
Allen Vu talked about the work process behind the Cedar Forest project, explained how the textures of the foliage were done, and shared some tips for beginning artists.
Creating Resident Evil 2-Inspired Darkroom in Unreal Engine 5
Sahaar Chhabra talked about the workflow behind the Darkroom project, explained how the surface variation was achieved, and shared the details of the lighting setup and color grading.
Developing Blind Fate Edo no Yami in Unreal Engine
Art Director at Troglobytes Games Luciano Iurino has told us about the development process behind Blind Fate: Edo no Yami, talked about using Unreal Engine's tools to set up gameplay mechanics, and explained how the team managed to get two Epic MegaGrants.
Creating Massive Middle Temple with Garden in Substance 3D & Unreal Engine
Saerom Youn talked about the work process behind the Middle Temple Lane project, explained how the vegetation was created, and showed how Smart Materials helped achieve the desired texture.
Making a Stylized Grove in 3ds Max, ZBrush & Unreal Engine
Mohamed Hadiri talked about the work process behind the Minshan Grove project, explained how the sunset was made, and shared some useful YouTube channels that will help you learn Unreal Engine.
Setting Up Mechanics for a VR Game in Unreal Engine
Justin Nam talked about the work behind the Broken Rock project, explained how VR interactions were developed, and shared the technical aspects that helped the project management.
Creating a Short Film Entirely in Unreal Engine
Loïc Scalbert told us about the workflow behind The Seeker project, shared how the character animations were created, and talked about what makes Unreal Engine great for filmmaking.
Recreating Gothic Architecture in Substance 3D & Unreal Engine 5
Mika Kuwilsky talked about the work process behind the Gothic Architecture Modular Kit, shared the lighting setup, and explained how to solve the problem of sections looking repetitive.
Setting Up Various Lighting Scenarios for a Victorian Era Scene
Lighting Artist Karim Yasser has told us how four different lighting setups were created for the Victorian Street project, explained the workflow in Unreal Engine 5, and spoke about using Nanite to create meshes.