Yoann Lemoine shared the production process of the Goliath project he worked on together with Firm Studio.
Augustas Krivelis broke down the production process of his UE4 scene, The Yard, and talked about work with references, texturing, materials, scene assembly, and more.
The NVIDIA team did an interview with the Magazine by Substance and shared its texturing approach in Substance tools for the Marbles RTX Demo.
Andy Baigent did a breakdown of the sci-fi scene Hydroponics Lab: modeling in 3ds Max, working with Parallax Occlusion Map decals, composition, lighting, post-process, and more.
Charlie Foreman explained step-by-step how he created a procedural layered wall material.
Learn how to create complex materials with this pack from Angel Fernandes.
Malwina Czech did a breakdown of her stylized fanart scene talking about texturing in Substance Painter and Designer, lighting and post-process setup in UE4, and more.
Kassondra Krahn talked about the production of her beautiful stylized scene Dreamy Room created in Maya, ZBrush, Substance Designer, and UE4.
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- 3Magma Studio - A Collaborative Browser-Based Drawing App
- 4Bethesda Is Overhauling Its Engine For Starfield & TES 6
- 5UV-Packer 3 Released For Free
- 6Battlefield 4 Fanart: Creating an Abandoned Construction Site in UE4
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