Soenke Seidel discussed step-by-step how he made a stylized combat effect in Unity based on the swirling cloud dissolution FX in The Legend of Zelda: Breath of the Wild.
Anastasia Kasyanik shared a detailed breakdown of her first 3D diorama made in ZBrush, Blender, and Substance Painter.
Maciej Hernik discussed the details of his stylized scene Floating Islands: shaders for grass, trees, and water, Volume Overrides, asset texturing, and more.
Check out 5 Unity packs that include ready-to-use 3D assets, shaders, and textures for the stylized scene production.
Nina Klos talked about the textures, caustic shader, details, and lighting in her small project The Captain's Table, and discussed how she approaches dioramas for portfolio in general.
Leah Douw talked about her fresh take on small 3D dioramas with a 2D look crafted in Blender and a little bit of Gravity Sketch.
Florian Elie talked about the project Green Green Grass of Tunnel: building and texturing a brick wall, making grass, adding the wind effect and falling leaves, and more.
Andres Castaneda discussed in detail how he made a stylized Rumi Usagiyama – Rabbit Hero: Mirko from My Hero Academia – talking about sculpting the body, face, hair, and cloth folds, polypainting, presentation, and more.
Gustavo Medeiros briefly talked about the production of his stylized character Pouch Hunter made in ZBrush, Maya, Substance Painter, and Marmoset Toolbag.
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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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