Environment Artist Bondok Max talked about the Crystal Ship project, inspired by Breaking Bad, shared the workflow, and explained how to work without concept art.
Sougato Majumder has shared another breakdown of the latest Decapitare project, explaining the character creation process in ZBrush and Marvelous Designer.
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Clara Tan has shared an enormous breakdown of her Abandoned Bar project, explaining the creation of modular assets, the texturing process in Substance, and assembling the scene in UE4.
Jared Lewin showed us how the Crypt of The Raven King was created, shared the asset workflow, and explained why Unreal Engine 5 was chosen for this project.
Hard-Surface Artist David Belov has shared the workflow behind the Soviet DP-3B Roentgenometer project, discussed modeling in Fusion 360, and explained how the obsolete Soviet font was extracted from reference images.
Caterina Sumalla talked about making the 3D recreation of Sova from Valorant, discussed including Blender into the character art workflow, and told us about using the FlowMap to add the hair shine.
Emiel Sleegers shared the workflow behind the Abandoned Tunnel project, talked about the asset-creation process, and explained why Unreal Engine 5 was chosen for this project.
- 1GTA's Grove Street Recreated in Unreal Engine
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- 3Using A Photoshop Neural Filter To Enhance Skyrim Visuals
- 4A Behind-The-Scenes Look At The Making Of Arcane
- 5Making an Ultra-Realistic Portrait of H.P. Lovecraft
- 6SacriFire – A Retro-Style JRPG With A Modern Twist From Poland
A Behind-The-Scenes Look At The Making Of ArcaneI would love to see a technical break down of how they did the 3d/2d l...·
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