Stephen Seress-Smith explored stylized art production utilizing industry-standard techniques within the production of the project “Dead End”. In the second part, read about texturing, level design, world-building, lighting 2.0, VFX, post-process, and more.
Clement Dieu did a breakdown of his recent hard-surface project Mech Redemption that was adapted for 3D printing.
Manu Herrador did a breakdown of the character Viking he made during the CGMA's course Character Creation for Film/Cinematics and drew a couple of parallels between the character art workflows for video games and cinematics.
As a tribute to his love for Nintendo and the Legend of Zelda series, Andrew Gebert recreated a Nintendo GameBoy console in 3D and described the process behind it.
David Letondor talked about modeling realistic watches for production and creating robotic projects including Reckoning for League of Legends.
Maria Puchkova, Anna Kirilenko, and Marina Сhekhovskhih did a breakdown of their cartoonish 3D scene inspired by the animated movie How to Train Your Dragon and talked about their team approach to the project.
Jonas Ronnegard released a new set of 100 UI/HUD decals that you can use for 2D or 3D works in Substance Painter, Photoshop, and other tools.
Nikolay Marinov did a breakdown of the UE4 environment with Bulgarian vibes Banicharnitsa made together with his friend Dian Donchev.
Have a look at Armory's ArmorPaint, a powerful open-source 3D painting tool with a number of great features.
Free Backdrop Treelines Library AvailableThank you for sharing my project.
A Series on HLSL Shader FundamentalsI have started a new series of videos on my YouTube channel aimed at h...·
Game Boy Pokémon in 3DI like this one. I guess that everyone wished about Pokémon in childho...·
Artyom Olegovich Pletnyov
Epic Games Acquires QuixelThis is amazing when i have seen that i have hire electrical services...·
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