George Garton prepared an extensive write-up on his UE4 scene Veiga Lighting Study discussing Brutalist style research, work with materials, water and lighting setup, and more.
Vincent Moubeche did a breakdown of his UE4 environment Ancient Temple Entrance modeled in ZBrush and 3ds Max and textured in Substance Painter and Quixel Mixer.
The team of CG Spectrum, an Online Animation, VFX, Concept Art and Game Design School, shared an insight into their Game Programming course and gave 6 tips to get into game programming.
Marleen Vijgen did a detailed breakdown of her concept-based 3D stylized character, talked about bringing her own style to it, and discussed in detail her approach to leather, metal, and cloth details of the project.
Alex Hallenbeck talked about the production of his Quantum Garage environment and shared a few helpful tools and tips for modeling in Blender, UVing, texturing, and lighting.
Mariano Merchante shared his process of recreating New York City Police Headquarters from initial modeling in Maya and Houdini to lighting setup and rendering in Redshift.
Renaud Berger, a team member of EXE Collective, talked about their Houdini-Based Building Tool for UE4 that can assist in making different sorts of buildings quickly and efficiently.
Cornelius Dämmrich shared his thoughts and personal experience regarding sci-fi art and 3D tools, inspiration, complex projects, and eye-catching angles.
Juan Paulo Mardónez gave a talk on natural terrain production with Mixer and other tools, shared the heightmap production and the tips for hiding tiling marks.
Justin Mayle talked about the amazing VR-game Farpoint and shared the way he created the environments. Alex Brown showed how skyboxes for this game were made.
Ludovico Antonicelli showed the amazing master material built for Echoes from Cryo, which opened up a lot of easy and fast customization options for textures.