John Waynick shared a detailed breakdown of his Warhammer-inspired environment made during GAI's Environment Artist Bootcamp.
Clarence Ong did a detailed breakdown on the project that he worked during the UE4 Modular Environments at CGMA, talked about working with references, shared his texturing workflow and game some tips on creating decorative assets.
- Environment Art
- 3d art
- 3ds max
- environment art
- level design
- Substance Painter
- Unreal Engine 4
- Substance Designer
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.
Daniel Castillo from Elite3d explained the benefits of creating trees using a modular workflow and talked about his ZBrush skills.
Morgan McDermott did a breakdown on his recent project that he worked on during the UE4 Modular Environments course at CGMA and shared his approach to lighting and tileable materials
Jonah Pankonin took the UE4 Modular Environments course at CGMA and did a breakdown of his library scene made during the studies.
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