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Environment Artist Bondok Max talked about the Crystal Ship project, inspired by Breaking Bad, shared the workflow, and explained how to work without concept art.
Simon Mercuzot has shared the texturing workflow behind the SKS project, explained how wooden and metallic surfaces were created, and showed how dust and grease were added.
Imad Messaoudi has shared the working process behind the Antique Coffee Grinder project, talked about modeling in Blender, and explained the texturing process in Substance 3D Painter.
Oleg Senakh has returned to tell us about the Mechanical Sloth project and share an interesting workflow that skips high poly modeling and retopology processes entirely.
Kobus Viljoen has shared the workflow behind the Abandoned Faith project, explained the process of making modular assets, and showed the lighting setup in Unreal Engine 5.
Michael Neocleous has shown us the working process behind the Interceptor project, explained the modeling workflow in Blender, and demonstrated how different surface layers were set up.
Clara Tan has shared an enormous breakdown of her Abandoned Bar project, explaining the creation of modular assets, the texturing process in Substance, and assembling the scene in UE4.
- 1GTA's Grove Street Recreated in Unreal Engine
- 2Ziva Dynamics Announces A New ML-Trained Facial Rigging Service
- 3Using A Photoshop Neural Filter To Enhance Skyrim Visuals
- 4A Behind-The-Scenes Look At The Making Of Arcane
- 5Making an Ultra-Realistic Portrait of H.P. Lovecraft
- 6PBR Bridge: A New Blender Add-On that Simplifies Your Workflow
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