Ben Wilson shared a look at top-notch procedural generators created during the production of Doom Eternal.
Massimiliano Bianchini shared the production details of Ellie's portrait, a tribute to The Last of Us Part II: sculpting in ZBrush, skin texturing, grooming, and more.
Craig Richards did a detailed breakdown of his latest UE4 scene The Lighthouse inspired by Dear Esther: modeling in 3ds Max, texturing workflow in Substance Suite, work with Megascans, and more.
Federico Andolfo shared a breakdown of Kaer Morhen, a location from The Witcher 3 recreated in UE4: blockout, trim sheets, lighting, post process, and more.
Ehsan Ebrahimzadeh discussed his career path in the industry and briefly talked about the production process of his scene for Zero Six: Behind Enemy Lines, covering vegetation, lighting, and texture workflows.
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.
Gerardo Torres Carrillo talked about his realistic fanart portrait Guts explaining how he worked on skin details, texturing, hair, and lighting.
Joseph Burt talked in detail about his modular NYC Apartment Building scene covering all essential steps from working with modularity, UVs, and tiling textures to setting up a gloomy atmosphere in the engine.
Ultimate Eye Generator for SubstanceHello! This is amazing! But I would like to know if the generator work...·
Polaris MRZR D4: Military Vehicle ProductionApsveicu ar panakumiem! ;-)·
Developing a Ski Open-World Game for MobileThank you for the interview
and for an amazing game experience
How Will 3D Production Change In The Future?UE5 will NOT be free. Epic branded this differently for a reason and w...·
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