Ivan Blinov did a breakdown of his stylized project The Drunk Lake Inn modeled in Maya, textured in Substance Painter, and rendered in UE4.
Mikhail Buleyko discussed his career path in the CG-industry, shared insights into each step of the production, named his favorite software, and talked about future technology.
Vincent Moubeche did a breakdown of his UE4 environment Ancient Temple Entrance modeled in ZBrush and 3ds Max and textured in Substance Painter and Quixel Mixer.
Romain Lambert shared the process of creating a Compact Gun in the unique style of the Borderlands series in Blender and Substance Painter.
Paxton Klotz did a breakdown of their hard-surface prop Barrett Military Radio made in Maya and Substance Painter.
Kasita Wonowidjojo prepared a detailed breakdown of her hero character Devka based on Svetlana Kostina’s concept covering the work on the face, Marvelous Designer to ZBrush workflow for cloth simulation, and texturing in Substance Painter.
Check out 7 packs with materials and tools for texturing in Substance Painter and other software.
Antoine Destailleurs shared a step-by-step breakdown of his Viking version of Broly, a character from the Dragon Ball series, covering body sculpt in ZBrush, armor production UVing, texturing in Substance Painter, and render setup in Marmoset Toolbag.
Luan Oliveira shared a step-by-step workflow for his antique bookshelf and 3D props modeled in Maya, textured in Substance Painter, and presented in Marmoset Toolbag.
How Will 3D Production Change In The Future?I dont believe that photography is the best example, though I understa...·
Dealing with Pre-Made Assets & UE4 Lighting Tipsthanks for giving me tips 🤗🤗🤗·
How Will 3D Production Change In The Future?@G Justin, funny you mention furniture. I think that's a really g...·
How Will 3D Production Change In The Future?Probably the future of creating games will be the same as how it went...·
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