Ronaldo Loiseau shared the modeling and texturing workflows behind the Le P'tit Coin Café project, explained how the environment was lit and rendered, and told us how Vertex School's mentors helped him complete the project.
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Enrico Labarile talked about the working process behind the Tower project, discussed how the materials for the building were made, and showed the lighting setup in Unreal Engine.
Jonathan Benainous shared a massive 2-part collection of 3D materials created for the TLoU remake.
Alexandra Lazarenko shared a breakdown of the Puffer material, explained how the coat was made, and offered some tips for beginner artists.
Tatiana Devos has shared the working process behind the Medieval House project, explained how modular pieces were created and textured, and discussed how she decorated the scene.
Max Kutsenko discussed the workflow behind the Substance Receipt material, shared the nodes used for the paper and creases, and explained how the coins were made.
Tzu-ming Ho shared the working process behind the Wengwu project, explained how the character's face was sculpted, and discussed the challenges behind the outfit's texturing.
3D Material Artist Niki Marinov shared the working process behind the Leica Lens project, explained how the maps for the asset were set up, and spoke about procedural modeling in Substance 3D Designer.
- 1Incredible Realistic Girl Made with MetaHuman & Unreal Engine 5
- 2Under a Rock: A Procedural Open-World Survival Game Powered by UE5
- 3A Game that Costs $2,000 Was Released on Steam
- 4Jenna Ortega's Wednesday Recreated in 3D
- 5Generating Text-to-3D Models Using OpenAI's Point-E, Gepetto AI & Unreal Engine
- 6Japanese Town Generator Set Up in Blender
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