Articles
Breakdown: Eroding Terrain in The Last of Us Part I
Jared Sobotta released the third TLoU remake breakdown, discussing erosion and how the Tommy's Dam level was built.
Creating a Magical Library at Ringling College of Art and Design
Ezri Sullivan told us about the Booking It project, discussed the challenges behind it, and shared the working process at Ringling College of Art and Design.
Painterly Post-Process Filter Made in UE5 for a 3D Character
The shader was created by Michal Patton and works in any lighting condition.
Creating a Female Gunslinger in Maya, ZBrush & Substance 3D
Ivan Lim has shared a breakdown of the Female Gunslinger project, discussed his education process at Think Tank, and explained why he chose Unreal to present the character.
Making a Greece-Inspired 3D Scene With 3ds Max, Substance 3D & UE5
Tim Nickel shared the workflow behind the Advost贸s Fishing Village scene, explained how the materials for the environment were created, and shared the rendering setup in Unreal Engine 5.
Making a Stylized Ancient Temple Scene in ZBrush, Substance 3D & UE5
Florian Elie shared the workflow behind the Immerged Temple and Forest Pathway project, discussed the challenges of constructing a large-scale ancient megastructure, and gave some tips for optimizing lighting and post-processing techniques.
Breakdown: Setting Up River Rock Materials in The Last of Us Part I
Jared Sobotta presented one more comprehensive breakdown, offering a behind-the-scenes look at the development of the TLoU remake.
Creating a Stylized Ghibli-Inspired Truck in Maya, Substance 3D & UE5
Silvia Raponi has shared a detailed breakdown of the Stylized Housekeeping Truck project, discussed their modeling and texturing workflows, and explained how they achieved the desired soft look during the lighting stage.
Creating Batteriy Pile Material Using Blender & Substance 3D Tools
Antoine D茅jean told us how the battery pile material was made, explained how the simulation was done in Blender, and shared some tips for beginner artists.