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.
Pluto, a UI/UX Designer, and Modeler at Tripolygon, shared a comprehensive breakdown of building a pixel farm in UModeler.
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.
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.
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.
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.
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.
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.
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.
- 1Manticore Games is Looking for a Character Technical Artist
- 2Grab a Free Geometry Nodes Library for Procedural Buildings in Blender
- 3Minecraft-Based NFT Project Collapses As Minecraft Bans NFTs
- 4UModeler for Unity Offers 40% Discount & New 3D Pixel Asset Package
- 5RADiCAL: Creating AI-Powered 3D Motion Animation
- 6Working with Niagara Fluids to Create Water Simulations
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