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.
Artist Combines Nature Aesthetic & Modularity in This Forest Fantasy Scene
11 May 2026 - Heather Geiger shared a trick for achieving this.
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.
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.
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.
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.
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.
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.
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.
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.
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