Julia Kovaleva gave a brief talk on how she started learning 3D and mixing it with 2D in her artworks.
Junliang Zhang did a breakdown of his procedural terrain created with the HeightField workflow in Houdini and finished in UE4.
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.
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
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.
Adam Isailovic discussed the overpainting technique in Photoshop, talked about the approach to working in Blender that he learned during the course at CG Verse and shared some tips on how to improve your art.
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