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Latest comments

Tell Japan more about having less crunches.

Voluntary crunch is utter bullshit. Those that elect not to work the extra hours are passed over for promotions and bonuses. It has been a veiled threat that those who dont crunch on a regular basis are first to go when layoffs happen after shipment.

by Alx
4 hours ago

lol, standart toon looks more anime

Luiza Tanaka shared the process of working on the Assault Mode for SMITE and focused on creating the skybox, aurora borealis effect, and foliage. 

20 May, 2019

371 views
The team of Toppluva AB talked about the development of their mobile game Grand Mountain Adventure, its idea, technical decision, camera work, and more.

17 May, 2019

1097 views
Michael Di Lonardo has shown his workflow of producing cinematic scenes using World Machine and Megascans.

17 May, 2019

1038 views
Michael Johnson took CGMA course Variable Concept Art Techniques for Game Environments led by Kenneth Fairclough and talked about his concept piece NYC Shuttle.

17 May, 2019

569 views
Junliang Zhang shared the production details of CyberNeon in UE4, a project that combined the styles of Blade Runner 2049 and Chinese cyberpunk.

16 May, 2019

2170 views
3 comments
Leah Jackson talked about her 3D concept art that got her the first place in the Blizzard Art Contest. The project was created in 3ds Max, 3DCoat & Toolbag.

16 May, 2019

986 views
Martin Molnar talked about 1987 scene made in UE4 and described how he added the snow and worked on winter materials.

15 May, 2019

1545 views
Şefki Ibrahim shared his workflow of producing digi-doubles of real people. Zbrush, Maya, Photoshop, Mari, Arnold & Nuke were a great help with that.

15 May, 2019

1348 views
2 comments
Taj Nabhani did a breakdown of his outstanding character Jjahawa, talked about sculpting, texturing, and presentation, and shared several helpful resources.

14 May, 2019

2974 views
4 comments
Quixel team shared some of the details behind the production of Rebirth, a real-time photorealistic cinematic designed to show the power of UE4 and Megascans.

14 May, 2019

2873 views
Ethan Snell showed the whole process of creating a fully animated character from scratch in Blender.

14 May, 2019

1904 views
1 comments
Twinspell Studio shows the full creation process of their debut project stylized with Maya, Zbrush, Photoshop & UE4.

13 May, 2019

1938 views
1 comments
Mateo Linares did a breakdown of his Urban Survival Unit made in UE4 and gave advice on how to set up atmospheric scenes.

13 May, 2019

1316 views
Bruno Fontan has taken a CGMA course Art of Lighting for Games and talked about the structure of the course, the tasks, lighting workflow, and more.

10 May, 2019

1853 views
Miguel Nogueira shared his workflow of creating realistic cyberpunk shaman made with ZBrush and KeyShot.

9 May, 2019

1903 views
Brice Besson shared some of the production details behind the recent UE4 project Barbershop: Asset Production, Composition, Materials, and Lighting.

9 May, 2019

1855 views
Lennard Claussen shared his workflow, useful plug-ins and settings setups for creating futuristic-looking weapons. The modeling part was made in Maya, rendering using V-Ray.

9 May, 2019

2074 views
7 comments
Viviane Herzog shared the way she translated Yan Liang's 2D character into a 3D stylized model made in ZBrush.

8 May, 2019

1909 views