The Kevuru Games team has returned to 80 Level to offer a behind-the-scenes look at their environment/prop production process.
James Jiang showed us the workflow behind the CTA Train project, discussed the texturing process, and explained why he adds stickers to his works.
Zachary Allen has returned to 80 Level to tell us more about AVALON, a short Unreal Engine 5-powered cinematic, discuss the modeling and texturing workflows behind the project, and share the rendering setup.
Yaroslav Novichonok shared the workflow behind the Star Wars Blaster project, showed the subdivision and texturing process, and explained how the post-production was done.
Simin Farrokh Ahmadi has shared the breakdown of the Persian Afternoon project, explaining the modeling, texturing and lighting processes in Maya and Mari.
Kevin J. Coulman has shared the working process behind the Barber Chair project, detailed how the prop was modeled in Maya and ZBrush, shared tips on making accurate materials, and explained why UE5 was chosen for rendering.
Josh Brown walked us through the texturing process of the Screwdriver project and showed how the work with gradient was done to show signs of age.
Dennis Levi shared the working process behind the Star Wars Blaster project, showed their subdivision and remesh workflows, and explained how the texturing was done.
Maria Alekseeva showed the workflow behind the "Where does the childhood go?" project, explained how the TV and PlayStation were created, and shared the story behind the scene.
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- 4This AI-Boosted Tool Can Extract Lighting From Images & Add It to UE5 Environments
- 5This AI Model Can Turn Text Prompts Into 3D Models
- 6Skyblivion's Dev Won't Give Up On Their Remake
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