Amplify Creations team shared an extensive write-up on Vector Displacement Mapping and their experiments with VDMs and Amplify Shader Editor as well as explained step by step how to create VDM in Mudbox and use it in Unity.
Yuichiro Fujita talked about self-studying, stylized art, the difference between female and male silhouettes, and the use of contrasts for establishing focal points.
Xiaoya Zhao, an experienced CG and VFX Artist who has worked in both industries, compared general pipelines and lighting workflows used in AAA video games and VFX commercials.
Check out 8 one-minute tutorials on a handful of workflows in Blender.
GDC shared the results of their in-depth survey State of the Industry: Work from Home Edition conducted to better understand the changes in the video game industry brought by COVID-19 pandemic.
Matthias Schmidt shared a bunch of techniques discovered during his search for a perfect procedural workflow for sci-fi hard-surface projects in Substance Designer.
Xavi Anguita shared the process of creating his Eye Generator, a procedural tool that allows you to control multiple parameters including the Iris, Pupil, and Sclera veins, and also mentioned several talented artists who helped him learn SD. The Eye Generator is available for purchase here.
Jonathan Holmes from the Quixel team shared a detailed breakdown of his recent environment Pine Flatwoods discussing the workflow in Quixel Mixer and SpeedTree as well as export and material & lighting setup in UE4.
Dan McCabe shared a breakdown of his project G-Shock Watch made 100% in Substance Designer.
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