Making a Mountain Monastery Environment with Blender, Gaea & SpeedTree
Maarten Nauta shared the workflow behind the God's Valley project, explained how the mountains were created in Gaea, and showed the asset creation process.
Making a Greece-Inspired 3D Scene With 3ds Max, Substance 3D & UE5
Tim Nickel shared the workflow behind the Advostós Fishing Village scene, explained how the materials for the environment were created, and shared the rendering setup in Unreal Engine 5.
Making a Stylized Ancient Temple Scene in ZBrush, Substance 3D & UE5
Florian Elie shared the workflow behind the Immerged Temple and Forest Pathway project, discussed the challenges of constructing a large-scale ancient megastructure, and gave some tips for optimizing lighting and post-processing techniques.
Making Mysterious Voxel Pillars in MagicaVoxel
Christophe Tritz told us about The Lost Pillars of Cassiopeia project, described the workflow in MagicaVoxel, and explained why lighting and composition are two of the most time-consuming parts.
Blizzard's Senior Artist on Her Artistic Journey & Landing a Job at a AAA Studio
Senior Environment Artist at Blizzard Molly Warner has walked us through her artistic journey, discussed her first projects and environment art workflows, explained the advantages of Unreal Engine when it comes to creating digital 3D scenes, and shared some tips on landing a job at a AAA game development studio.
Creating a Stylized Ghibli-Inspired Truck in Maya, Substance 3D & UE5
Silvia Raponi has shared a detailed breakdown of the Stylized Housekeeping Truck project, discussed their modeling and texturing workflows, and explained how they achieved the desired soft look during the lighting stage.
Creating Moonlit Clouds Simulation in Houdini
Patrick Schwalbe shared the working process behind the Dancing Moonlight project, showed Houdini's Pyro workflow, and discussed how Karma was used for rendering.
Studying Game Art at Ringling College of Art and Design
Natalie Perez shared her experience at Ringling College of Art and Design and discussed how it helped her become a better artist.
Creating Neo’s Apartment Diorama in Blender
Aaron Van de Weijenberg shared the working process behind the Neo’s Apartment project, shared the technique used to add imperfections, and showed how animation was set up.
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OpenAI CEO Sam Altman Believes the Era of Remote Work is OverI like sam. He has a great product. However, the real mistake is assum...·
Making Mysterious Voxel Pillars in MagicaVoxelOne of the best voxelartist!!!·
OpenAI CEO Sam Altman Believes the Era of Remote Work is OverProbably Sam never had to take a subway and a bus, commute for 2h to g...·
OpenAI CEO Sam Altman Believes the Era of Remote Work is OverMy current company has been fully remote for over 20 years, hopefully...·
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