Pekka, also known as genoopa in the community, dived into the production process of his race mods for GTA V, shares his story of getting into the GTA world and GTA creators community, and discussed main challenges he faces while working on the mods.
Anastasia Novikova talked about the production of her UE4 level Ruins in the Forest made with the help of game-ready assets from the marketplace.
Bence Blazer did a breakdown of the Tidal Basin environment recreated from The Division 2 during his studies at Vertex School.
Toivo Huhtaniska did a detailed breakdown of his Outskirts scene, discussed the concept workflow, adding details, shared his approach to modeling in ZBrush, texturing workflow in Substance tools, and showed his lighting setup.
Hector Sanz D'Ors and his colleagues from MercurySteam talked about the production of Kuzman Mech, one of the huge bosses in the game Spacelords.
Pedro Damasceno did a breakdown of his Pokeball Interior project and shared a few tutorials that can help improve painting skills.
Katie Humes shared the production details of her Azula fan art project: modeling in ZBrush with ZModeler and polygroups, retopology, SSS setup and tattoo painting in Substance Painter, and more.
Joey Dhindsa did a breakdown of his stylized 3D scene Stolen Knowledge talking about sculpting and texturing the hero asset, custom SD materials and vertex shader setup in UE4, lighting, and lava, candles, and tornado FX.
Patrick Sutton shared a bunch of personal techniques for creating and presenting 3D weapons and discussed how amateur artists can improve their weapon design skills.
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