Othman El Bahraoui has shared the workflow behind the All Gone project, talked about working with Megascans assets, and showed the lighting setup in Unreal Engine 5.
Check out this cool new plugin by MxTools.
Abhishek Sharma has returned to tell us about the Beauty of Nature project, discuss the Material Function workflow, and explain the nuances of his custom Auto Landscape Shader.
Abhishek Sharma talked about the nuances behind the UE4-made project called Dock, discussed the asset-creation process, and showed how the shaders for the projects were made.
Maria Aguilar Blanes discussed the workflow behind the Stylized Witch House project, talked about using Unreal Engine for environment art, and shared many great tutorials.
V-Ray 5, Update 2 is packed with features to help you focus on your designs and increase your productivity.
Texture Artist Javad Rajabzade shared the working process behind the Ruger Mark IV project, talked about modeling in 3ds Max, and explained how to use Marmoset Toolbag for baking and rendering.
Livio Ambrosini shared an enormous breakdown of the Before The Storm project, explained the working process behind the terrain, and thoroughly explained how to create foilage using SpeedTree, 3ds Max, and Megascans.
Pavel Inozemtsev has discussed the working process behind the Omega Sci-Fi Modular Environment pack, highlighting the development of trim/decal and info decal sheets and the creation of assets.
- 1GTA's Grove Street Recreated in Unreal Engine
- 2Ziva Dynamics Announces A New ML-Trained Facial Rigging Service
- 3Using A Photoshop Neural Filter To Enhance Skyrim Visuals
- 4A Behind-The-Scenes Look At The Making Of Arcane
- 5Making an Ultra-Realistic Portrait of H.P. Lovecraft
- 6SacriFire – A Retro-Style JRPG With A Modern Twist From Poland
A Behind-The-Scenes Look At The Making Of ArcaneI would love to see a technical break down of how they did the 3d/2d l...·
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