John Waynick shared a detailed breakdown of his Warhammer-inspired environment made during GAI's Environment Artist Bootcamp.
Karan Jaura discussed his workflow in creating the building destruction in Houdini that he worked on while taking the CGMA course, shared the key points that are worth paying attention to and talked about the biggest challenges he faced during the production process.
Manuel Sitompul talked about the production of his new PBR character based on Flaviano Pivoto's concept.
Brett Marshall Tucker did a breakdown of his subway scene The Passenger and shared a handful of tips and tricks for material production.
Sirvo Studios Team shared the production details behind their mobile game Guildlings currently available on Apple Arcade: mixing 2D and 3D, combat system, animation, and more.
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.
Harley Corke-Ogg talked about the production of a real-time character Turtle Clan Warrior within CGMA's course Next-Gen Character Creation mentored by Adam Skutt.
Environment Artist Bohdan Bilous put into action the capabilities of Substance Designer and created a fully procedural Terrain Erosion Generator.
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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