Levelup Digital released a new tutorial by Phil Liu on modeling intricate and decorative shapes.
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.
Matthias Schmidt shared a bunch of techniques discovered during his search for a perfect procedural workflow for sci-fi hard-surface projects in Substance Designer.
Kalyson shared a procedural approach to creating game textures using Substance Designer.
Xavi Anguita shared the process of creating his Eye Generator, a procedural tool that allows you to control multiple parameters including the Iris, Pupil, and Sclera veins, and also mentioned several talented artists who helped him learn SD. The Eye Generator is available for purchase here.
Sacha Veyrier did a detailed breakdown to his UE4 scene Bird Palace and shared the insights into his modeling workflow in Blender and texturing approach using Substance tools.
Lee Borrer did a breakdown of his Lockers material made in Substance Designer and gave some advice to those who want to learn the software.
Check out fabric materials packs from Travis Davids.
Dan McCabe shared a breakdown of his project G-Shock Watch made 100% in Substance Designer.
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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