Julia Kovaleva gave a brief talk on how she started learning 3D and mixing it with 2D in her artworks.
Junliang Zhang did a breakdown of his procedural terrain created with the HeightField workflow in Houdini and finished in UE4.
Rob Madden, Creative Director at Hyper Luminal Games, talked about his stylized art workflow, Modo advantages and tips.
Hicham M. Oudni talked about his first solid project Derelict Kitchen, a photorealistic environment made in UE4.
Lou Cortes shared some insights into the production of real-time effects for Ghost Recon Breakpoint: smoke, lava surface, lightning, and more.
Stephen Seress-Smith explored stylized art production utilizing industry-standard techniques within the production of the project “Dead End”. In the first part, read about the theory, visual research, blockout, the first lighting pass, and sculpting.
Manu Herrador did a breakdown of the character Viking he made during the CGMA's course Character Creation for Film/Cinematics and drew a couple of parallels between the character art workflows for video games and cinematics.
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