Brett Marshall Tucker did a breakdown of his subway scene The Passenger and shared a handful of tips and tricks for material production.
Junliang Zhang did a breakdown of his procedural terrain created with the HeightField workflow in Houdini and finished in UE4.
Daniel Stringer recapped how he created a VR Breaking Bad Lab in Unity and moved it to UE4 a few years later and compared the two engines.
Here is something good for all Spidey fans. Thwip!
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.
Guillaume Hecht discussed his approach The Rally Point, a personal project that took him around a year to complete: iterations, building production, prop design and modeling, materials, and more.
Have a look at a high-quality space station pack for UE4 that features three distinctive sections.
Wayne S has recently presented an awesome realistic version of the League of Legends map.
Auke Huys with the help of Rodrigo Villani created an advanced Landscape Material for UE4 and overviewed some of the nodes and their functions. You can also download the material for free and use it in any way you want!
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...·
Join thousands of game designers and keep track of your subscriptions