An Environment Artist Son Nguyen shared an extensive breakdown of the Last Stop project, explained how to combine different texturing methods, and revealed some worthy design principles of assembling a scene.
Emiel Sleegers shared the workflow behind the Abandoned Tunnel project, talked about the asset-creation process, and explained why Unreal Engine 5 was chosen for this project.
Livio Ambrosini shared an enormous breakdown of the Before The Storm project, explained the working process behind the terrain, and thoroughly explained how to create foilage using SpeedTree, 3ds Max, and Megascans.
A 3D Environment Artist Karsten Malmquist showed us how the real-time procedural grass was created, explained how to use scanned atlases from Megascans to create grass clusters in SpeedTree, and talked about setting up the grass shader.
Aaron Winnenberg showed us the working process behind the Victorian Bedroom project, explained the modeling process in Blender, and talked about using Unreal Engine 5's new features to create environments.
An Environment Artist and creator of the course for Vertex School Jansen Thorogood told us about tools and techniques he used in his recent projects: Steampunk Spaceship Props and Forest Cabins.
Check out the latest scene made by Senior Lighting Artist Pasquale Scionti.
Unity revealed they acquired Interactive Data Visualization, Inc. (IDV), creator of SpeedTree.
Kay John Yim talks about how the magnificent Dolmabahçe Palace was sculpted in Rhinoceros and ZBrush, discusses the difficulties of choosing the best viewpoint and composition for an architectural piece, and explains what you should avoid doing if you don't want your software to crash during rendering.
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Making a Steampunk Machine Gun in Fusion 360 & Substance 3D PainterKnowing what format you exported from Fusion would be awesome, was it...·
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