Ishan Verma has shared a great in-depth breakdown of a new Halloween-themed material made in Substance Designer and Unreal Engine 5.
Guillermo Moreno and Emilio Serrano talked about their Mandalorian animation, inspired by the series, explained the workflow behind the project, and told us why they picked Unreal Engine 5.
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.
This is the second part of Jonathan Holmes' enormous 2-part tutorial on using Quixel Mixer in hard-surface texturing. You can read Part 1 here.
Check out this massive, 2-part tutorial by Jonathan Holmes on using Quixel Mixer in hard-surface texturing of a LearJet 24 aircraft.
David Väson shared a breakdown of the Foreboding Ruins projects, talking about the process and technical experiments, emphasizing the Megascans and Unreal Engine 5 workflow.
Check out this powerful 4K display from Huion and find out how it fares when it comes to various artistic tasks like sculpting and texturing.
In this article, we prepared 7 cool details and easter eggs that make video games more immersive and asked some of the artists who worked in the game industry about creating and adding said details to games.
Alexander Sartig shared an enormous and detailed breakdown of the Shadow project, explained the entire process step-by-step, and talked about the tools used in this workflow.
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- 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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