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.
Annabelle Sémaan did a breakdown of her latest realistic character The Punisher made in Zbrush, Marvelous Designer, and Maya.
AMC Romania team did a breakdown of its real-time non-playable character, Paramedic, discussed modeling in ZBrush, texturing in Substance Painter, and shared the approach to details.
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Han Yang talked about the production of his personal film The Pantheon and the way he worked with real-time technology, mocap, and camera.
Ricardo Teixeira from Amplify Creations talked to Oliver Pavicevic about his amazing VR Train scene and Deckard Render, a Unity tool developed by Oliver that helps simulate physical camera behavior akin to real-life cinematography.
Erasmus Brosdau, CEO and Director at Black Amber Digital, shared his experience of directing and producing high-quality realistic cinematics and reviewed various technologies used in production: Motion Capture, Real-Time and Offline rendering, Deep Learning systems.
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.
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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