Finn Meinert Matthiesen talked about his RTX Lighting Studies in UE4, work with vegetation, and thoughts about the future technologies in the light of UE5 tech demo.
Jonathan Johnson talked about the production of his 3D environment inspired by Chateau Guillard and Paris maps from Overwatch: use of trim sheets, texturing in Substance Designer, modeling in Maya, and final setup in UE4.
Inka Sipola did a breakdown of her recent UE4 environment New Home and talked about modeling the buildings, texturing in Substance Painter, Designer, and Alchemist, and setting up final renders.
Denis Akulov shared some of the details of Wargaming's approach to level design and environment art in World of Tanks.
Hussain Dabhiya discussed his educational background and his UE4 scene The Aftermath, talked about his approach to modular kits and material production with Substance Suite and shared some useful tips for working in UE4.
Viacheslav Bushuev talked about the issues artists might face when using ready-made assets and kits, the lighting setup in his recent 3D environment Demon Inside Me, and necessary steps for making a practical asset pack for sale.
Morteshka Team briefly talked about the production of levels for their new game Black Book, a deck-building RPG based on Slavic mythology.
Jasmin Habezai-Fekri did a breakdown of her latest stylized environment Sunny Market Entrance made with Blender, Substance Suite, and ZBrush.
Ben McDonald did a breakdown of his UE4 environment Lost Temple Ruins talking about the process of making the temple, rocks and foliage, and lighting setup.
An Insight into Game Environment Production at WargamingInspires, very interesting!·
An Insight into Game Environment Production at WargamingVery interesting information, thanks for sharing!)·
Sci-Fi Hard-Surface Workflow and Custom Tools for Substance DesignerFantastic article, Matthias! Loved it!·
Best Indie Games in 2020: May ListCareful it's not TimeLine but TimeLie...·
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