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Take a Closer Look at How Materials for Diablo IV: Lord of Hatred Were Made

11 May 2026 - The materials are very impressive. Take a closer look at the creation of the expansion.

#Materials#News#Houdini#Substance 3D Designer#Substance 3D Painter

Artist Combines Nature Aesthetic & Modularity in This Forest Fantasy Scene

11 May 2026 - Heather Geiger shared a trick for achieving this.

#News#3D Art#Environment Art#Maya#SpeedTree#ZBrush#Substance 3D Designer#Substance 3D Painter

Creating Cinematic Opening For Narrative-Driven Mystery Thriller Game In UE5

08 May 2026 - Francesco Furneri returned to 80 Level to discuss the evolution of Redwood, including new environments, cinematics, the main character's role, rendering, and UI design.

#Environment Art#Interviews#Unreal Engine#Maya#Substance 3D Designer#Substance 3D Painter

Building a Procedural Destruction Pipeline with Houdini and Unreal Engine 5

06 May 2026 - Lea Seiler and Vishwaas Khare spoke with us about the workflow behind the Procedural Chaos Destruction Framework, explaining how they used Houdini to create a scalable and performant fracture logic, and discussing how they integrated various Unreal Engine systems.

#Feature#Blender#Unreal Engine#Houdini#Substance 3D Designer#Substance 3D Painter

Creating Hand-Painted 3D Harbor Scene Designed Around Gameplay

05 May 2026 - Kostia Perry walked us through the Bilgewater project in detail, explaining how he translated a 2D illustration into 3D, adding a personal touch to the environment, and discussing the custom solutions used in the process.

#Environment Art#Interviews#Blender#Unreal Engine#ZBrush#Substance 3D Designer
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Take a Look at This Grotesquely Detailed Infected Flesh Material

02 May 2026 - This looks really cool, but it might be a little triggering if you have trypophobia.

#Materials#News#Substance 3D Designer

Making of a Modular Gothic Environment with Procedural Systems, Trim Sheets, & Custom Shaders

30 April 2026 - Rustam Zhukov talked to us about the Hell Gates project, discussing how he built a modular Gothic environment using procedural systems, custom trim sheets, Substance 3D Designer materials, and lighting in Unreal Engine 5.

#Environment Art#Feature#3ds Max#Unreal Engine#Marmoset Toolbag#SpeedTree#ZBrush#Substance 3D Designer#Substance 3D Painter#RizomUV

3D Environment & Prop Artist on Creating Different Environments & Props

27 April 2026 - Pablo Garcia shared a breakdown on the Viking Settlement and Mad Max V8 Interceptor Fan Art projects, talking about how he learned to use Substance 3D Designer to create the first one, and explaining how he achieved the worn look in the Mad Max fan art.

#Feature#3ds Max#Unreal Engine#Maya#SpeedTree#ZBrush#Substance 3D Designer#Substance 3D Painter

How to Model and Texture an Environment of a Ruined Tower Using Blender and ZBrush

24 April 2026 - Rafael Arcari talked about the pipeline behind the Ruined Tower project, discussing the tools he used to model each piece and explaining how he set up the lighting and wind effects to make the scene more appealing.

#Environment Art#Interviews#Blender#Unreal Engine#SpeedTree#ZBrush#Substance 3D Designer#Substance 3D Painter

Making Fantasy House on Cliff Environment in 3D

21 April 2026 - Michael Khinevich shared his workflow behind the Hidden Cliff scene, inspired by No Rest for the Wicked, showing the texturing done for the stylized look, explaining how the clouds were created, and sharing how an accident made the image look like a surreal oil painting.

#Environment Art#Interviews#Unreal Engine#Maya#ZBrush#Substance 3D Designer#Substance 3D Painter

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