Michalina Gąsienica-Laskowy told us about the working process behind the Sprucetuckproject, explained how different assets were made, and shared the details of creating the water and smoke.
Technical Vegetation Artist Michael Gerard has returned to 80 Level to tell us about the new Jungle River project, inspired by Horizon Forbidden West, share the workflow behind the environment, and explained how the Fluid Flux plug-in was used to create the scene.
This impressive scene was made by Ranjeet Singh.
The artist utilized a combination of Megascans, photogrammetry, and custom-made assets to recreate the iconic location from Dragon Age: Inquisition.
Mathieu Pascal has told us about the concept of the upcoming survival game Rooted, spoke about gameplay mechanics the team plans to implement in the game, and shared how Unreal helps the team streamline different production tasks.
This cool 3D car model was made by David Baylis to learn more about automotive rendering.
Sarvesh Shashank talked about the workflow behind the Viking Hut project, explained how textures and asset placement help with storytelling, and shared how the composition was handled to create points of interest.
Technical Artist Mica Olsson shared the workflow behind the Seyda Neen project, explained how the scene was set up using Megascans assets, talked about making Fargoth with MetaHuman, and shared the lighting setup.
Tommy Hallam talked about the work process behind the Destroyed Street project, shared how better optimization was achieved, and explained what helps to make an urban scene.
- 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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