Damien Lappa discussed the pipeline for The Stranding Project, an organic environment inspired by the legendary Kojima Productions's game.
Igor Silva shared the process of rigging and animating Fabio Di Castro's character Death Knight as well as FX, shader, and character setup in UE4.
Adam Rzatkowski discussed in great detail the production of his UE4 environment Operation Claymore and the mindset he re-approached the initially unsuccessful project with.
Have a look at two beautiful experiments with RTX caustics in Unreal.
The second part of our talk with Adolfo Reveron explains how you can build environments procedurally with Houdini and UE4.
Alex Kish talked about the project Neo Oblivion, a recreation of the Ayleid ruins from The Elder Scrolls IV: Oblivion made during one of the bootcamps at Vertex School.
Aaron Sims and Tyler Winther from Aaron Sims Creative talked about their approach to a cinematic underwater environment made in UE4 with the help of scanned data. The project is part of their upcoming film DIVE.
Quixel introduced a number of improvements to their plugin.
Find our booth at Game Carnival starting October 17, 2020.
Procedural Optimization With Houdini: Case StudyAwesome breakdown!·
Operation Claymore: Complete Workflow for an UE4 Scenethis is Great! Love the detailed breakdown of the project.·
Operation Claymore: Complete Workflow for an UE4 SceneFor the cloth itself, it was just a relatively dens quad mesh. For the...·
Operation Claymore: Complete Workflow for an UE4 SceneHi, I was wondering what was the process for the cloth sim topology.·
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