John Waynick shared a detailed breakdown of his Warhammer-inspired environment made during GAI's Environment Artist Bootcamp.
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.
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.
Adam Knight did a breakdown of Secret Spot, a realistic scene based on Alessandro Paviolo’s concept, and talked about architectural elements, foliage, texturing, and lighting.
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.
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.
Gary Tang gave a brief talk on the production of his Tokyo Night environment full of neon lights made with Unity, Maya, and Substance Painter.
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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