The Co-Founder of Clockwork Labs Alessandro Asoni has told us about the studio's upcoming player-driven, procedurally generated MMORPG BitCraft and revealed the development process behind it.
Senior Character Artist Anton Kozlov has shared an overview of Unity LookDev Studio, talked about the tool's capabilities, and explained why it is great for character art. In this article, he will explain his workflow using the newest release of the LookDev Studio prototype.
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.
Max Bedulenko has returned to tell us about his new project called Velvet Road and share the working process behind the Nogroth environment, inspired by old Russia.
Silke Van Der Smissen shared an extensive breakdown of the Stylized Medieval Village project, showed us the Unreal workflow, and explained how it is possible to create a good-looking environment on a time constraint.
Viktor Colpaert told us about creating the Sinking Temple environment inspired by the Legend of Zelda fanwork, talked about modeling the scene, and shared various useful tutorials.
Fady Kadry talks about how an insanely unrealistic bet turned into more than a year of hard work using a home studio equipped with industry-standard software and explains how the Rivendell project went from a bunch of references to a stunning picturesque animation step by step.
An Environment Artist from the PUBG team Carlos Sánchez talked about creating buildings for the game's ninth season and taught us how to add personality to each building.
Vincent Boichut talks about the process of creating a 3D landscape using Maya, Unreal Engine, and Substance Painter and shares his favorite tutorials and tool packs that helped him design the breathtaking French countryside-inspired piece.
Jaume Rovira shared a breakdown of the Watchmaker House the artist recreated from a 2D concept, talked about how to make more than 40 unique props by reusing the same materials.
Vincent Barbe shared a detailed breakdown of his organic UE4 scene Giant's End Village: modeling assets and trees in Blender, setting up textures and subtle animation, working on the storytelling aspect, and more.