Julia Kovaleva gave a brief talk on how she started learning 3D and mixing it with 2D in her artworks.
Harley Corke-Ogg talked about the production of a real-time character Turtle Clan Warrior within CGMA's course Next-Gen Character Creation mentored by Adam Skutt.
Environment Artist Bohdan Bilous put into action the capabilities of Substance Designer and created a fully procedural Terrain Erosion Generator.
Eric Askue from XMD Academy talked about his career path in 3D printing, discussed the growth of the industry, mentioned its essential software and shared details about his 3D printing course that you can apply for now.
Malte Resenberger-Loosmann shared a mini-tutorial on how to create post-apocalyptic AK straps. Check it out!
Daniel Stringer recapped how he created a VR Breaking Bad Lab in Unity and moved it to UE4 a few years later and compared the two engines.
Clarence Ong did a detailed breakdown on the project that he worked during the UE4 Modular Environments at CGMA, talked about working with references, shared his texturing workflow and game some tips on creating decorative assets.
- Environment Art
- 3d art
- 3ds max
- environment art
- level design
- Substance Painter
- Unreal Engine 4
- Substance Designer
Jaap van Muijden from Guerrilla Games gave a talk at GDC and shared how the team created the GPU-based procedural system for Horizon: Zero Dawn.
Thibaut Van Waeyenbergh dissected the powder fireworks and ocean simulations made in Houdini and mentioned a couple of online resources that can help with learning the software.
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