Remy Vignaud has shared the workflow behind The Old Sanctuary project, talked about creating assets in ZBrush and Substance 3D Painter, and discussed the lighting setup in Unreal Engine 5.
Rahul Dey told us about the workflow behind the Antique Hand Drill project, talked about recreating a worn-out look of the materials, and shared the stages of texturing.
Shao Chen discussed the workflow behind the soldier models, inspired by the WW2 era, and their clothes, explained the transition from Props Artist to Character Artist, and talked about skills he's updated studying at Vertex School.
Meysam Khani shows the workflow behind the Liquid Pump Machine Gun project, explains why Fusion 360 was chosen for modeling, and talks about the intricacies of making weapons for video games.
Character Artist Rajitha Naranpanawa has shared the workflow behind the Autumn project, talked about setting up the skin, and explained how to use XGen to create and groom hair.
An Environment Artist Son Nguyen shared an extensive breakdown of the Last Stop project, explained how to combine different texturing methods, and revealed some worthy design principles of assembling a scene.
Montassar Nahdi told us about the workflow behind the Fire Troll project and talked about redesigning the character while staying true to the original concept.
Vladimir Uryadov has shared the workflow behind the Mighty Mongrel Mob project, discussed the retopology process, and showed two texturing methods that are used in the film industry.
A Closer Look at Texturing in Arcane Part 2That headline is a little bit of a catfish.
PUBG Devs Sue Apple and Google over the PUBG Lookalike Free FireYah, PUBG just crazy asH, so it should be the only 1 with airdrop n no...·
PUBG Devs Sue Apple and Google over the PUBG Lookalike Free FireThis is mildly confusing to me... so noone else can make a battleroyal...·
NVIDIA's AI Confessed That It Will Never Be EthicalI've been waiting for this moment for a long time now, and I don&...·
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