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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

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

1098 views
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
The tool is available free of charge as a permanent license until November 2019.

13 May, 2019

1479 views
Vladimir Lepotic did a breakdown of his Library scene made in UE4: adding variety to the scene elements, crafting cables, setting up & baking lights, and more.

7 May, 2019

2177 views
Max Emski showed step-by-step how he recreated a real helicopter UH-60 with UE4, Maya, Fusion 360, MoI, and Substance Painter.

7 May, 2019

2271 views
Casper Wermuth showed how he created his Old Temple Floor material. The entire project was created with Substance Designer and Marmoset Toolbag.

6 May, 2019

1797 views
Thais Del Rey shared a detailed breakdown of her stylized diorama inspired by WoW. The second part focuses on texturing, painting, lighting, and presentation.

3 May, 2019

1541 views
Every month the Unreal Marketplace team chooses the content that could be downloaded the whole month for free.

1 May, 2019

1608 views
Lucas DZIURA prepared a breakdown of another procedural generator - this time for hexagonal maps that can be 3D printed and used for board games.

24 April, 2019

2762 views
1 comments
Russian 3D artist Egor Belyakov showed some insights into the production of his amazing project Endless Journey.

18 April, 2019

3433 views
Justen Lazzaro talked about his VR scene Ratchet & Clank and a prepared a detailed breakdown of the ultimate trim technique and animated VR forcefield material.

18 April, 2019

1603 views
Game Art student Stijn van Gaal has shared the details of making a welcoming Italian alleyway under the mentorship of Christopher Radsby.

17 April, 2019

3568 views
6 comments
3D artist Rodrigo A. Branco shared some valuable lessons he learned during the production of his new real-time character - Huntress.

16 April, 2019

2775 views
Joey Lenz and Phil Liu shared the details of their collaboration result - a precise Game of Thrones intro recreated with UE4, Substance Designer, and Maya.

14 April, 2019

1884 views
Daniel Bauer shared a breakdown of the realistic Teeth model and subdermal shaders production in ZBrush, Toolbag, and Substance Painter. 

11 April, 2019

4880 views
Sebastian Zapata talked about the production of the photorealistic Parking Lot, his texture workflow, and the render engines Cycles and Corona.

8 April, 2019

5494 views
Enrico Tammekänd shared his personal take on Substance Designer and Substance Source, talked about his experiments, coloring, presentation, and gave some tips.

28 March, 2019

2235 views
Ryan James Smith shared a great workflow, where he shows the way you can build glass materials.

25 March, 2019

1841 views
James Emory shared a detailed breakdown of his Iridescence Shader made in UE4.

25 March, 2019

3953 views
1 comments
The course is being led by Laura Gallagher, who’s currently working as a Lead Character Artist at Guerrilla Games.

25 March, 2019

1657 views
1 comments