Manuel Sitompul talked about the production of his new PBR character based on Flaviano Pivoto's concept.
Brett Marshall Tucker did a breakdown of his subway scene The Passenger and shared a handful of tips and tricks for material production.
Bjørnar Aarset shared the production details of his Troll character and gave some general advice to the character artists.
Jason Cheung Yi Kai discussed the production of his UE4 project Concrete Evergreen made with Quixel Megascans and shared a few methods for breaking the repetitiveness and highlighting the focal point in an environment.
Wolfram Neuer discussed the project he worked on during the Abstract Effects in Houdini at CGMA, shared his approach to texturing in Houdini and talked about the biggest challenges he faced while working on the project.
Davide Arena talked about the production of his Italian Army Backpack project creating in Zbrush, Maya, and Substance Painter.
Robin Lingmerth did a full breakdown of his Noodle Bar diorama and shared some tips he'd learned along the way: modeling and animating in Maya, uploading the project on Sketchfab with ALembic cashing, UV mapping, texturing, and more.
Jacopo Ortolani did a huge breakdown on his awesome character project that he made in the custom engine, discussed the retopology and talked about his approach to hair creation and creating shaders.
Jose Mario Villafranca Mendoza did a breakdown of his character Street Samurai: facial sculpting, sci-fi arm, clothes, Marmoset setup.
Spider-Man System for UnrealThanks for the share !·
Eureka: Sculpting Stylized Cloth & PBR TexturingFun character concept and great execution! Thanks for the overview. I...·
Procedural Forest Terrain Production with Houdini and UE4This is gold! Thanks. Tried Houdini a year or so back and got scared,...·
Resident Evil 7: The Use of Photogrammetry for VRWondermouse technology is top notch Windows App Development agency Ind...·
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