A Fully-Procedural Clicker From HBO's The Last of Us
The creature was made by Raouf Bejaoui using Substance 3D Designer.
Gothic-Style Hallway Made With UE5 & Procedural Assets
The scene is based on Gloucester Cathedral's famous cloister.
Creating Buildings & Materials for God of War Ragnarök's Asgard
3D Environment Artist at Sony Santa Monica Jon Arellano told us about the environment pipeline behind God of War Ragnarök, spoke about creating buildings and streets for the game's Asgard, and explained how ZBrush's Create Alpha From Mesh feature helped him to set up 3D materials.
Midgard: A God of War-Inspired 3D Environment Made With Unreal Engine
The scene was made by Daniel Hinckley to learn more about rock asset creation and sculpting.
80s-Style Korean Apartment Made With RealityScan & UE5
The creator also used ZBrush, 3ds Max, and Substance 3D software to make the scene.
A Fully-Procedural 3D Beach Sand Material
The material was made with Substance 3D Designer and Marmoset Toolbag.
Procedural Houdini-Powered Tool for Creating Buildings Demonstrated
Michalina Gąsienica-Laskowy presented a new 3D environment, showcasing a neat tool that can create buildings by merging cubes.
A UE5-Powered Horror Game Prototype Set in a Soviet-Era Train
The creator aimed to turn the eerie atmosphere of Soviet trains into a full-fledged horror experience.
Creating a Stylized Moonshiner Farm in Maya, Substance 3D & UE5
Vitaly Zaytsev has shared the working process behind the Ramshackle Farm Distillery project, explained how he achieved his goal of featuring large architectural elements while minimizing the use of materials, and discussed the trim sheet workflow.
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