Interview
Designing a Medieval-Looking Inn With Maya, ZBrush & Unreal Engine 5
Digital Artist Yannick Deveux has told us about the working process behind the Inn in the Woods project, shared the lighting setup, spoke about optimization, and explained why Unreal Engine 5 was used for the environment.
UModeler: Pixel Farm 3D Modeling with a Retro Look
Pluto, a UI/UX Designer, and Modeler at Tripolygon, shared a comprehensive breakdown of building a pixel farm in UModeler.
Making a Snow Dwarf in ZBrush, Maya & Arnold
Enrique Mateo-Sagasta talked about the workflow behind the Dwarf project, explained how to make believable skin in ZBrush, and shared some tips on hair creation.
Using Midjourney for Concept and Asset Creation
Timur Ozdoev talked about turning Midjourney-generated images into assets for the Cognition Method game and shared his thoughts on the relationship between AI and traditional art.
Working Culture and Recruiting Process at Gameye
Gameye's Elmer Bulthuis told us how the company works behind the scenes, spoke about the challenges with remote working Gameye meets, and discussed skills which can be useful for remote employees.
Setting Up Stylized Fur with Ornatrix, gFur & UE4
Lead Character Artist Glen Yancey shared a comprehensive breakdown of the grooming process in Ornatrix and gFur, explained how to set up stylized fur using these programs, and showed how to export groom files to Unreal Engine.
Creating a Medieval Castle in 3ds Max, Substance 3D Painter & Unreal Engine 5
3D Artist Hota Aisa shared a short breakdown of the Unreal Engine 5-powered Castle environment, discussed the workflow, and explained how Demon's Souls inspired the project.
Creating Sci-Fi Survival Metroidvania Lightyears from Home in Unreal Engine
Autodidactic Studios talked about the creation of the story-based survival metroidvania Lightyears from Home, spoke about the temperature system, and explained why Unreal Engine 5 was chosen for the game.
Creating a Sci-Fi Weapon in ZBrush, 3ds Max & Substance 3D Painter
Sandro Bonfanti has shared his workflow behind the Alien Gun project, explained how to maintain a good resolution and quality in the textures, and spoke about how to achieve a feel of action while creating visual effects.