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Latest comments
by Nils Arenz
7 hours ago

@Utsav singh, Yes. But a kind of lowpoly projection to have the best balance between poly count and alpha/quad overdraw.

by Kyle Bromley
8 hours ago

Appreciate the shoutout!

by Utsav singh
18 hours ago

your shader complexity is low because you used true polygon models instead of just a masked plane to prevent alpha overdraw?

Quixel
Tools
7 followers
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Quixel is an industry leader in high-end texturing solutions, specializing in art tools for the Games, Archviz and VFX industries. After releasing Quixel Suite in 2013, Quixel tools quickly became a defacto standard for texturing.

Quixel is an industry leader in high-end texturing solutions, specializing in art tools for the Games, Archviz and VFX industries. After releasing Quixel Suite in 2013, Quixel tools quickly became a defacto standard for texturing.

In 2016 Quixel announced the public beta release of much awaited Megascans, now the world’s largest online scan library containing thousands of standardized and physically based surface scans, vegetation scans and 3D scans. Quixel simultaneously introduced a new line of standalone art tools, Megascans Studio and Megascans Bridge, for easily mixing and customizing surface scans, and quickly exporting scans to major engines and renderers.

Quixel SUITE

Create amazing textures and normals with the industry leading Quixel SUITE. Developed by top industry artists, you are guaranteed the highest quality results and the ultimate artistic experience. 

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Features:

Completely integrated experience. With complete seamless integration with both Photoshop and the full set of Quixel tools, 3DO is always there when you need it. No need to jump back and forth between different applications to preview your work. 3DO easily hooks up to your Photoshop documents, simple as can be.

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Physically based rendering. Stay ahead of the curve with the industry’s latest advances in physically based rendering, ensuring you’re all set for creating premium quality content for the next generation of games and films. Experience visuals so stunning you won’t believe they’re real-time, and export high-res production renders in no-time.

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Cinematic post processing. Present your content the way it’s meant to be seen with 3DO’s next-gen post processor. Apply cinematic effects with real-time DOF, color correction, anamorphic lens flares, vignetting, chromatic aberration, SSAO and more.

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World’s fastest displacement. With Quixel’s ground breaking displacement generator, you’ll see your normal map extruded in real time on any mesh without ever having to convert it to a height map. Create in 2D, see in 3D — the second you make a change.

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100% Marmoset compatible. 3DO builds upon Marmoset’s world class Image Based Lighting, ensuring your content will always plug right into Toolbag 2.0, the ultimate scene presentation tool, and Skyshop, Image Based Lighting for Unity.

Quixel DDO

DDO enables you to rapidly create incredible textures, letting you focus on polish and offloading the rest. The workflow is fast, easy and completely adaptable to your own art style. Achieve unrivaled results at unlimited resolutions with the world’s first fully scan based PBR workflow.

Features:

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DynaMask DynaMask introduces unlimited masking control for texture artists. Design stunning weathering using scan and volume based masks, while creating stylized lighting and coloration, all completely non-desctructive and extremely responsive, straight in Photoshop.

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Smart Materials Introducing Smart Materials, a physically accurate and constantly growing library of scan based materials, with measured weathering that reacts to the shape of your mesh. Also taking into account texel density and surface types, Smart Materials constitute the most powerful material technology to date.

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Instant PBR Quixel is working with top studios around the world to bring you the most standardized PBR workflow to date. Right Click Calibration makes any material conform to measured PBR values instantly, and DDO ships with calibration support for a multitude of rendering engines including UE4, CryEngine, Toolbag 2 and Unity 5.

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Mega Resolution DDO is built for high performance texturing to offer you the most easily managable hi-res texturing workflow in Photoshop to date. Work seamlessly with high-resolution textures up to 8K, and export even higher resolutions at any time with DDO’s powerful UpRes feature

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Super Flexible Workflow DDO is built to work with any pipeline while also allowing for completely custom workflows. Set up your own materials, presets and map types, and effortlessly create textures in any style. Whether you are in VFX, ArchiViz or Games, DDO will seamlessly plug into any part of your texture workflow.

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DDO Fusion DDO fuses with tools such as UE4, 3ds Max, Unity 5, Modo, CryEngine and Toolbag 2. Streamline turnaround by texturing directly inside the engine of your project, with DDO staying right inside the app. And as long as your own engine has hot-reloading enabled, DDO will snap right into your tool.

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Megascans Materials DDO is the ultimate tool for utilizing the full power of the Megascans library. Mix scans to create stunning multi-layered tileables, and let scans empower your entire pipeline, from masking to PBR calibrated reflectance. DDO ships with over 1 Gigabyte of Megascans samples to get you started.

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Color to Material Use color ID linking to turn your color map into base materials in just one click, redefining the way you think about color maps. DDO explodes your color map into pre-masked material groups in a matter of seconds, saving you huge amounts of time setting up your base PSD.

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DDO Look Dev Texture meshes without UVs in 2.5D with the DDO Look Dev pipeline, empowering concept designers to visualize final quality in Pre-Vis. This texture pass is non-destructive and can be passed on to any 3D artist to be used on the final model. Clients without DDO can always edit the PSD and send it back hassle-free, for a fully dynamic pipeline.

Quixel NDO

NDO is the definitive normal mapping tool, that turns Photoshop into a complete normal creation toolkit. Use every tool Photoshop has to offer to sculpt normals in real-time, build non-destructive hard-surface designs, extract rich normals from photos with unrivaled definition, and instantly preview every tweak in 3D.

Features:

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Hard-surface has never been faster. Create normal shapes instantly using selections, vectors and brushes, and get perfect bevels with NDO’s advanced tweaking engine. Creating hard-surface designs has never been faster, and is one of the many reasons NDO has quickly become the industry standard for normal mapping among environment artists.

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Introducing Multisculpting. The new Multisculpting feature allows artists to paint jaw-dropping normals in real-time, using unlimited layers and any PS tools. Endless new possibilites open up as vectors, layer effects, filters, smudges, lattices, blend ifs, brushes, wires and so much more can be combined non-destructively to build a single normal layer.

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Stunning material definition from photos. Achieve astonishing material definition while converting photos to normals using presets developed specifically for certain material types. Tweak the presets to perfectly suit your needs, or define your own from scratch. NDO’s unsurpassed algorithms gives you power to control volume and details like never before.

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Super quick detailing. Add unlimited detail to your existing normal bakes without the hassle. No need to worry about rebaking, fake floaters, artifacts, or having too many subdivisions. Just add the surface detail, non-destructively, straight in Photoshop.

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Instant displacements. With Quixel’s ground breaking displacement generator, you’ll see your normal map extruded in real time on any mesh without ever having to convert it to a height map. Create in 2D, see in 3D — the second you make a change.

Megascans

Megascans is the world’s largest online scan library containing thousands of standardized and physically based surface scans, vegetation scans and 3D scans.

Megascans Library 

Megascans and its massive scan library contains physically based 3D, vegetation and surface scans. It’s a 100% standardized library with thousands of scanned items from all over the world including ecosystems covering every detail of a specific biome.

Megascans Studio 

With Megascans Studio you can customize and blend surface scans to create stunning tileables. Megascans Studio is included in the Megascans library service. With this standalone scan editor, you can easily customize and blend your downloaded scans.

Megascans Bridge 

Megascans Bridge is a highly scriptable production tool that will allow you to easily manage all your scans on disk, and export them to any renderer. Bridge is included in the Megascans Library Service

Articles
Videos
Products
Questions
Still have questions?
Javier Perez talked about creating various tileable textures with Quixel Mixer and Megascans library.

14 June, 2018

931 views
Quixel has shared another short guide.

13 June, 2018

604 views
Quixel has uploaded a short guide to using hand-painted masking in Mixer.

12 June, 2018

544 views
1 comments
Having some troubles figuring out the mechanics of Quixel Mixer?

12 June, 2018

540 views
1 comments
Check out Grigoriy Karmatskiy talk about the amazing things he learned about the production of game environments during Clinton Crumpler's course on CGMA.

4 June, 2018

1422 views
Alexis Boyer has recently joined the Quixel team to talk about the way she's been using Megascans to add more details to the beautiful world of Colossus.

4 June, 2018

813 views
Sébastien Van Elverdinghe has recently talked to the Quixel team about his experience creating complex materials using the recently released Mixer.

3 June, 2018

728 views
We’ve talked with Wiktor Öhman about the little things and details, which help him to create outstanding 3d environments in UE4.

2 June, 2018

1676 views
1 comments
Pete McNally, a 3D artist with an impressive career, shared his thoughts on Artomatix, Reality Capture, Substance Designer and the future of 3D production in general.

31 May, 2018

1879 views
5 comments
Luiz Kruel talked about some of the cool tools in Houdini, which are aimed at helping developers build video games faster and more efficiently.

29 May, 2018

1567 views
Erasmus Brosdau talked about his new amazing project, which takes real-time animation production techniques on a whole new level.

28 May, 2018

2053 views
Sergey Tyapkin shared his experience in creating an awesome Sci-Fi modular environment pack for UE4 Marketplace.

23 May, 2018

2961 views
2 comments
Galen Davis is an evangelist for Quixel and is afforded the ability to travel the world and help studios across the industry with tools and support using Megascans.

23 May, 2018

633 views
1 comments
Check out a tutorial by Wiktor Öhman that explains the process of importing custom brushes and sculpting inside Mixer.

22 May, 2018

1081 views
Lincoln Hughes showed some amazing stuff he's been doing with Megascans, optimizing scanned content for in-game use.

21 May, 2018

1623 views
6 comments
The Quixel team has finally announced the Quixel Mixer beta launch.

17 May, 2018

1135 views
Check out Rafael Chies talk about the way he created his amazing stylized house.

17 May, 2018

1832 views
1 comments
Quixel has finally released the all-new Megascans Bridge 2018, the team's biggest update to the app.

16 May, 2018

979 views
Jonathan Holmes showed how he approached the production of his 'Substation' project, which was created with some Megascans assets.

15 May, 2018

1561 views
Check out Konstantin Gdalevich talking about the production of the amazing stylized character, inspired by the concept of Jesus Blons. Most of the texturing was done with Quixel SUITE and Megascans.

14 May, 2018

1634 views
Quixel has just released a high-quality collection of surfaces and assets including sand, soil, gravel, stones, boulders, rock formations, stumps, and branches.

9 May, 2018

1438 views
Sylvain Picard showed how he builds amazing 3d environments with scanned content and SpeedTree vegetation.

7 May, 2018

1812 views
1 comments
Victor Kam showed how he uses scanned assets with Kuwahara filter to build his amazing fan project.

1 May, 2018

3453 views
3 comments
Saga Alayyoubi did a breakdown of his amazing UE4 installation, showing how he did the sculpts, painting and rendering.

24 April, 2018

1790 views
Daniel McKay showed how he creates amazing realistic materials with Quixel Suite.

24 April, 2018

1870 views
Pedro C. Prieto showed how he worked on the amazing UE4-environment inspired by Helder Pinto's Arbor Vitae.

20 April, 2018

3157 views
1 comments
Quixel has introduced Megascans Bridge 2018, which will be a huge timesaver for all users.

17 April, 2018

1132 views
The talented guys from Gunstar Studio showed how they created explosions, textures fighters and built levels for space action game Phobos Vector Prime.

17 April, 2018

1340 views
Mauriccio Torres has recently shared a look at his latest cave project created in UE4.

11 April, 2018

1612 views
Alex Khaliman showed how he uses scanned data to build amazing custom weapon skins.

10 April, 2018

2242 views
Rahimullah Sharifi talked about his marvelous forest scene created with the help of CryEngine, Substance and some Megascans assets.

3 April, 2018

1827 views
Ronald Houtermans did a breakdown of his beautiful urban environment, which combines scanned materials with beautiful shaders and lovely lighting.

27 March, 2018

2919 views
4 comments
Xiaopeng Shen did a very nice breakdown of the amazing environment he created during the Clinton Crumpler and Jeremy Huxley classes at CGMA.

26 March, 2018

2342 views
Unity users can now get access to materials and sans from Megascans, Substance Source and GameTextures.

20 March, 2018

2134 views
The Quixel team has introduced a new tool called Mixer, which is an artist-friendly goodie for creating environment textures extremely quickly.

15 March, 2018

1750 views
The artist is back with an awesome UE4 project.

5 March, 2018

1470 views
1 comments
Wiktor Öhman presented the first episode of a new Quixel vlog.

2 March, 2018

765 views
1 comments
Ramon Schauer showed how photogrammetry and clever materials helped him to build an amazing scene from a non-existing game.

27 February, 2018

3728 views
2 comments
Giorgi Chitidze shared some tips on the production of awesome scenes in Unreal, with Speedtree and Megascans.

26 February, 2018

3496 views
4 comments
The wonderful artists from Bluepoint Games talked about the way they've approached the remake of Shadow of the Colossus.

22 February, 2018

4696 views
2 comments
Quixel continues to develop its Megascans library.

12 February, 2018

1448 views

11 February, 2018

2184 views
We were lucky to talk to the amazing team behind a popular online shooter Escape from Tarkov and discussed the amazing technology, which powers this product.

31 January, 2018

6838 views
20 comments
Quixel has updated the Megascans library with a fresh set of high-quality 3D plants.

26 January, 2018

1374 views
Dominique Buttiens shared some secrets of his architectural visualization techniques and showed how he set ups intricate interiors in Unreal Engine 4. 

17 January, 2018

2251 views
1 comments
Unity Technologies showcased a new video Book of the Dead and shared some new features coming to Unity 2018.

16 January, 2018

2725 views
4 comments
Andrew Alexandrov shared some techniques he uses during the production of his simple, but cosy real-time environments.

10 January, 2018

3110 views
5 comments
Daniel Cangini discusses the way we're working with the production of beautiful environments.

4 January, 2018

5567 views
3 comments
Two brothers Thorsten Folkers and Christian Folkers are building a new racing game 'DRAG' with the help of their proprietary engine.

2 January, 2018

7013 views
9 comments
The library is not going to stop growing anytime soon.

28 December, 2017

1377 views
Jared Lewin was kind enough to share some details of his amazing 3d environment 'Magnus’ Complex'.

26 December, 2017

2888 views
Quixel has shared a new guide with Wiktor Öhman going over the process of creating an entire urban street environment using only Megascans assets.

21 December, 2017

2081 views
Quixel team has updated the Megascans library with an amazing set of urban decals.

21 December, 2017

2013 views
Kazuya Tachibana did a little talk about his amazing "Watchmaker" environment, which was done with the use of some clever modeling and vegetation tools.

7 December, 2017

2617 views
2 comments
We've talked with the developers of Raji - An Ancient Epic to learn how the team is working on stylized environments, materials, modeling, and level design.

6 December, 2017

3367 views
Environment artist Paul Fish talked about his experience building detailed maps for popular role-playing games.

6 December, 2017

5089 views
2 comments
It’s now compatible with Compatibility with Photoshop 2018, and features updated materials, improved DynaMask base presets, tweaked metal materials.

5 December, 2017

2342 views
1 comments
Darryl Johnson talked a little bit about the way he works with Megascans. Learn how to use, setup and render these assets for CGI.

4 December, 2017

1624 views
Dominique Buttiens talked about the way he created his amazing Cleaver asset, using Quixel SUITE, 3D Max, and Zbrush.

1 December, 2017

1914 views
Megascans celebrate its 1 year anniversary with the launch of the updated service, including a number of significant updates and a new website.

21 November, 2017

1689 views
Darryl Johnson showed a way you can set up wonderful 3d scenes with Megascans.

21 November, 2017

1847 views
The Quixel team has decided to rebuild the site, making users' experience much smoother.

15 November, 2017

1485 views
Ehsan Ebrahimzadeh discussed the production of the amazing 3d environment, that combines futuristic backgrounds with lush vegetation and gorgeous ruined houses.

13 November, 2017

2924 views
3d artist Ted Mebratu showed some techniques he uses to build impressive lighting in Cryengine.

7 November, 2017

2951 views
1 comments
Quixel continues to share awesome tutorials.

31 October, 2017

1444 views
Michael Barrington explained how he usually builds beautiful low-poly assets for his personal projects.

30 October, 2017

3136 views
1 comments
Arvid Schneider has launched a new 5-part tutorial series on setting up, shading and lighting some nice-looking mushrooms.

26 October, 2017

1728 views
Jonas Holmedal did a detailed overview of his workflow. He showed his texturing, modeling and baking process and explained the peculiarities of realistic rendering.

25 October, 2017

2057 views
Adnan Chaumette from Quixel has presented his Uncharted project created with the help of UE4, Megascans and Maya.

23 October, 2017

1737 views
1 comments
Felipe Pesántez talked about the modern 3d production tools, including his work with Mandelbulb, Megascans, and Houdini.

18 October, 2017

2504 views
Matthew Trevelyan Johns shared some things he learned during the production of amazing environments for the latest installment in the popular series.

17 October, 2017

3538 views
Send us your story of getting into the game industry and get yourself a free 6 months subscription to Quixel Megascans and Quixel SUITE 2.

2 October, 2017

1786 views
Andrew Krivulya did a little talk about the amazing new scene he's working on with Megascans.

29 September, 2017

1987 views
Juraj Talcik created a very neat tutorial for 3dsMax users, who want to work with Megascans.

13 September, 2017

1453 views
2 comments
Romain Durand talked about the way he created fantastic stylized assets for a new game Renegade Line.

12 September, 2017

3459 views
1 comments
Joe Garth returns with another video tutorial, which shows a quick way to build a cinematic scene in Cryengine.

25 August, 2017

1601 views
1 comments
We've talked with Joe Garth from Crytek about different tweaks and adjustments you can do with Megascans in Cryengine.

24 August, 2017

1555 views
3d artist Theodor Gerhamn did a detailed breakdown of his fantastic scene, which combines realistic and artistic approach to 3d production.

23 August, 2017

4410 views
Crytek artist Joe Garth goes through the steps of creating a realistic forest scene using Megascans in CRYENGINE.

21 August, 2017

1629 views
1 comments
Material artist (and a real wizard) Josh Lynch talked about advantages and disadvantages of scanned materials and how they can benefit your work.

17 August, 2017

1873 views
Dan Woje goes over the process of using Megascans atlases with Forest Pack for the creation of realistic moss.

16 August, 2017

1464 views
3d artist Kenneth McMorran showed the workflow, behind the creation of effects-rich environment in Unity.

15 August, 2017

4113 views
Georgian Avasilcutei teaches the nitty gritty of high-quality texturing in Quixel Suite 2.

11 August, 2017

1739 views
Ricardo Teixeira from Amplify Creations discussed the technology behind Amplify Texture and shared some of the ways this new tool can help you build bigger and more realistic spaces with beautiful materials.

9 August, 2017

4898 views
6 comments
Ognyan Zahariev did a little overview of the way he approached the material production for his amazing Dumbledore Office scene. 

4 August, 2017

2918 views
Tapio Terävä did a short overview of his paper, detailing the 3d character production techniques.

4 August, 2017

4504 views
A team of students from Darmstadt University of Applied Sciences did a nice breakdown of their amazing Aztec Temple. In this post, Ramon Schauer discusses the environment production techniques.

3 August, 2017

2099 views
Two step-by-step guides by Jonathan Holmes.

3 August, 2017

1068 views
Ben Bickle detailed the modeling workflow, which is guided by the TurboSquid's StemCell requirements.

2 August, 2017

3083 views
2 comments
Madina Chionidi discussed some of the new stuff you'll be able to do with Marvelous Designer 5. She also released a nice tutorial, which you can purchase at Cuberush.

2 August, 2017

3578 views
3 comments
Ilan Shoshan talked a little bit about the things he learned from Athos Kele and how he approached the production of his amazing 3d materials.

1 August, 2017

3893 views
4 comments
Florian Neumann talked about his fantastic 3d fan art, inspired some of the best games from Blizzard.

31 July, 2017

2509 views
1 comments
Colin Wagner did a nice talk about the production of the way you can use modern scanned assets to quickly build some amazing scenes.

28 July, 2017

3452 views
Senior environment artist Clinton Crumpler from The Coalition talked about some of his thoughts on breaking into the industry and shared some helpful production ideologies and habits.

28 July, 2017

4404 views
3d artist Alireza Khajehali talked his approach to vegetation, photogrammetry and perfect rendering for games.

26 July, 2017

5734 views
1 comments
Kurt Kupser was kind enough to share with 80.lv readers a very detailed instruction on how to set up great material snow shaders.

25 July, 2017

8666 views
2 comments
Ludovico Antonicelli showed the amazing master material built for Echoes from Cryo, which opened up a lot of easy and fast customization options for textures.

25 July, 2017

7279 views
3 comments
43 minutes of tips and tricks by Wiktor Öhman.

21 July, 2017

2603 views
Check out the new tutorial from Quixel artist Eoin O’Broin, who showed how to use scan assets to build big open spaces in UE4.

20 July, 2017

3718 views
Kimmo Kaunela talked about the way he produced Medieval Village, and how he used new features of Unreal Engine in this process.

20 July, 2017

6773 views
Abigail Jameson talked about the production of her amazing train interior and shared the way she builds materials, assets, and lighting.

17 July, 2017

5034 views
A free pack of 50 brushes and 48 alphas by Andrew Averkin.

17 July, 2017

3361 views
Dr. Eric Risser and lead artist, Seán Walsh talked about Artomatix - new service, that uses deep learning and clever algorithms to create fantastic modern textures from different sources. 

14 July, 2017

2617 views
3d artist Dave Miragliotta shared the way he creates bright real-time environments.

13 July, 2017

3615 views
Environment Artist Richard Vinci discussed the production process behind his huge British scene.

11 July, 2017

7930 views
4 comments
Quixel presented a guide by 3D Artist Aidin Salsabili on how he made a realistic sofa using Quixel Suite 2 for his project Heritage.

7 July, 2017

2087 views
Quixel’s lead artist created an amazing set of 3d scenes, showing the incredible beauty of famous 2d landscapes by Simon Stålenhag.

5 July, 2017

3065 views
Nick Reynolds continues his pilgrimage, sharing another neat technique, which helps you to take an image and converting it to a cutout of polygons.

3 July, 2017

1904 views
2 comments
Johannes Böhm shared a complete breakdown of his astonishing "Hotel Cortez" environment. Great look at some of the techniques and tools, which can help to create such a showy piece.

23 June, 2017

2641 views
Wiktor Öhman shared a tutorial on how to how to create a realistic, animated, windy field in Unreal Engine 4 using Megascans materials.

23 June, 2017

2583 views
Joe Garth talked about the way he created an amazing 3d environment for the music video of the song he recorded and produced. Nice take on lighting and work with Megascans.

20 June, 2017

2520 views
1 comments
Along with the Lava Filed Pack users of Quixel Megascans get guiding tutorials and a massive update of assets. 


16 June, 2017

3595 views
Gustav Engman described in much detail how he approaches the production of natural procedural materials with Substance Designer.

12 June, 2017

5272 views
1 comments
Quixel’s Wiktor Öhman translated the amazing tutorial by Alexander Maltsev, which covers the use of Megascans with Cinema 4D and Octane.

9 June, 2017

2607 views
Joe Garth shared some of the amazing workflow details, which helped him to fit scanned assets into the digital landscape.

9 June, 2017

4328 views
2 comments
Ehsan Ebrahimzadeh talked about the production of his amazing "Our Heritage" project, which he's assembling with Aidin Salsabili. Amazing high-level environment design.

8 June, 2017

3918 views
Marcel Schaika talked a little about his experience with Marvelous Designer and explained how you can use it in your work.

7 June, 2017

2738 views
3d artist Lars Sowig talked about discovering and using new tools for his work.

7 June, 2017

2547 views
Environment artist Clinton Crumpler gave a detailed explanation of Material Functions in Unreal Engine 4.

6 June, 2017

8046 views
1 comments
Tyler Smith shared some thoughts about his ocean experiments in UE4. His workflow includes a nice combo of World Machine, Zbrush and Geoglyph.

5 June, 2017

5167 views
2 comments
3d artist Andrew Weir talked about his amazing 'City on Water' project, which has very complex structure, sweet materials, and beautiful lighting.

25 May, 2017

3181 views
Tobias Folprecht talked about the way he assembled his latest atmospheric forest.

22 May, 2017

2758 views
Najim Filali and Patrycja Skrzynska discussed the way they created a simple and incredibly well-lit scene in the swamps.

22 May, 2017

2738 views
Kahlil Reedy discussed the production process behind his latest UE4 project, giving tons of details on composition, meshes, foliage, lighting and post-production. 

19 May, 2017

4881 views
1 comments
Environment artist Maximilien Dehove talked about the way he approaches open world places and shared different tricks that help center the attention of the player on certain objects.

16 May, 2017

3666 views
1 comments
Stefan Oprisan did a very detailed overview of the fantastic Pharaoh's Tomb, created in Unreal Engine 4. He showed the way he created the textures, organized the lights and worked with World Machine.

16 May, 2017

2975 views
2 comments
We've talked with Jon Arellano about his approach to the production of rich and colorful 3d environments. Currently, Jon is working on the huge MMOG from Intrepid Studios as the senior environment artist.

12 May, 2017

5067 views
Rudy Lamotte gave some solid tips on approaching vegetation production for video games and shared various techniques you can use.

11 May, 2017

7192 views
7 comments
Weapon Artist Gregor Kopka talked about his experience creating 3d weapons for video games. Learn how perspective and camera angle influences the way you build your guns.

9 May, 2017

6951 views
3 comments
3d environment artist Jim Watson did a breakdown of his real-time scene, showing how he can use Blueprints to build beautiful materials and shaders.

3 May, 2017

13668 views
2 comments
Senior 3D Artist at Wargaming St. Petersburg  Anatoliy Nepochatov showed how he approaches the creation of complex 3d models of warships.

3 May, 2017

5084 views
9 comments
The next version of the tool provides access to additional scanned materials and includes over 100 fixes with full CC 2017 support.

2 May, 2017

2707 views
Max Frorer discussed the basic philosophy of researching, planning and building an environment using Megascans and UE4.

28 April, 2017

3003 views
Nick Reynolds uploaded another quick tutorial. This time the topic of the video is 'channel packing'. Neat optimization technique for video games.

27 April, 2017

1659 views
A free pack of textures for Quixel & Substance by Sebastian Schneider and a guide to create your own set.

26 April, 2017

2277 views
Bastian Pastoors talked about his approach to artistically modified virtual environments. Nice take on lighting, materials and mesh design.

25 April, 2017

2628 views
1 comments
A two-hour-long video breakdown by Jonathan Holmes with more details on the mind-blowing scene.

25 April, 2017

1932 views
Matthieu Gouault discussed the way he created some nice candles to use in games.

24 April, 2017

1924 views
Andreas Stavaas has shared a breakdown of his Uncharted 4 fan art.

24 April, 2017

2435 views
Powerful breakdown from Berker Siino, showing some of the intricate details, which will make your stylized environments shine in UE4.

20 April, 2017

16685 views
2 comments
Swayam Shah talked about the way he experiments with Speedtree and works with modular architectural designs.

19 April, 2017

3662 views
Nick Reynolds uploaded another quick tutorial. This time the topic of the video is 'detail materials'.

18 April, 2017

1846 views
3d artist Pablo Artime talked about his material building process and showed some very cool things he can do with scanned textures.

18 April, 2017

2709 views
1 comments
A document full of measured metallic specular values and specular brightnesses by Billy Lundevall.

12 April, 2017

3720 views
Marvin Washington talked about his work on the latest vehicle design project.

11 April, 2017

2398 views
3d artist Tyler Smith did a detailed breakdown of the ground material, created with the help of World Machine, Quixel SUITE and Zbrush.

6 April, 2017

6471 views
Cinematic artist Joe Garth talked about the way he experiences with Megascans in Cryengine environment.

3 April, 2017

3427 views
1 comments
Mihai Muscan gave a super-detailed breakdown of his scene, where he studied the way colors and lights work in 3d space.

3 April, 2017

4897 views
Riot Games environment artist Nick Reynolds gave out some free tips on Unreal 4 foliage scattering.

28 March, 2017

2919 views
Rockstar New England is looking for a talented artist, who can build and texture environment assets: trees, bushes and other stuff.

24 March, 2017

2154 views
Tomer Meltser shared his workflow and discussed the way he builds the lighting, creates materials and crafts architecture for his Kowloon environment.

23 March, 2017

6175 views
3d artist Trey McNair showed how to build a wonderfully lit forest environment in UE4.

22 March, 2017

4643 views
Rodolfo Fanti talked about the way you should study and train art to achieve better results with your work.

22 March, 2017

2357 views
Allen Frechette made a little breakdown of his amazing natural diorama, which shows very interesting ways to use Speedtree and Marmoset Toolbag.

21 March, 2017

2683 views
1 comments
Environment artist Swayam Shah showed how he used his snow shader to craft an amazing forest in Unreal Engine 4.

21 March, 2017

5567 views
James Brady talked about his experience working in the game business as an environment artist.

17 March, 2017

5105 views
2 comments
Jeryce Dianingana shared his thoughts on building enhanced realistic scenes in Unity 5.

17 March, 2017

12507 views
3 comments
3d artist Craig Mesaros talked a little about the ways he builds epic war-torn environments for Word of Tanks.

16 March, 2017

3507 views
Learn how to import a custom texture set into Quixel Megascans, create a layered detailed surface and more.

16 March, 2017

2125 views
Mike Luard explained how he creates concept art with the help of 2d and 3d tools.

15 March, 2017

4364 views
Tinko Wiezorrek talked a bit about the way he approached the production of his game character.

13 March, 2017

4670 views
Yelisey Lobanov talked about his brave experiment in Cinema 4d. Very nice usage of Megascans.

10 March, 2017

2299 views