Laurie Durand kindly talked about her experience of working in Ubisoft and taking part in the production of For Honor and shared helpful pieces of advice for those who want to learn environment art for games and join the industry. Introduction I’m from Montreal, Canada and as long as I remember I’ve always been interested in history and old architecture and loved to play video games. I did some private sculpture class for a couple of years and after that, I went to college where I specialized in visual art. After college, I built a portfolio and entered the university to study 3D art. After trying many different things like animation, character modeling, and game design, I decided to specialize in environment art. I stopped my choice on it for good because environment art has more freedom for creativity and ownership as we always…
https://www.youtube.com/watch?v=6WtE3CoFMXU
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Joe Garth has recently shared a new tutorial that goes over some of the procedural features in Unreal Engine. The artist showed how you can set up a huge scene and make everything work inside the engine. “Learn the basics of Procedural Foliage placement in Unreal Engine 4 in this 40-minute tutorial,” states the description. The whole scene is covered in rocks, trees, and other small details that make it look so awesome. The thing here is that you need to be careful with your performance and Joe can help you with that. You need the artist’s Brushify: Forest Pack to follow all the steps. The pack is available on Unreal Marketplace. Don’t forget to read our exclusive interview with the artist to learn more about his projects. Make sure to discuss the tutorial in the comments below. Simple…
Eduard Grechenko kindly shared a greatly detailed breakdown of his environment made in UE4 within the CGMA course Vegetation & Plants for Games lead by Jeremy Huxley: rocks, vegetation, materials in Substance Designer, lighting, and more. Introduction Hello everyone! My name is Eduard Grechenko, I’m an Environment Artist from Kursk, Russia. I don’t have a formal art education, most of my experience comes from working on Allods Online and Skyforge at Allods Team studio where I learned from incredibly talented and skilled professionals. Goals When I signed up for the CGMA course Vegetation & Plants for Games, I decided to focus on learning how to make everything from scratch, without using scanned assets directly. I used them as references and color sources a lot, though. The course turned out to be a game changer for me. It would take me so much longer to achieve…
Ian van der Mijn did a breakdown of his Forgotten Shrine made with UE4, Maya, Substance Painter, and SpeedTree for the ArtStation challenge Feudal Japan. Introduction Hi, I’m Ian van der Mijn and I come from the Netherlands. I graduated from IGAD, NHTV in Breda this July and after an internship and summer job at Larian Studios I am now looking for new opportunities. During my study at IGAD, I realized that props and environment art were the directions that I wanted to go. Everything inside me gets exciting when I get to work on a new prop. The Forgotten Shrine Project Start At the time when my summer job ended, the ArtStation challenge had already begun and I knew that joining this competition would be a perfect way to get some exposure and hopefully find a new job….
Álvaro Carreras kindly talked about his experience of working at Elite3D on Hitman 2, environment and materials production for it. Introduction Hi, my name is Álvaro Carreras, I’m 27 years old and I’m currently dedicating all my effort and passion on the environment art field for video games. Many years ago when I was 17 I attended the FX ANIMATION 3D & Film School in Barcelona, Spain. At that point, I learned many things and basic knowledge in some software solutions which allowed me to deal with future projects and challenges that I would face in a not too distant future. These software solutions were the old and beloved Softimage, ZBrush 3.1, Unity 3D, and Photoshop. And I will be honest with you: at that age, I knew that video games and VFX would be my future job, but I wasn’t sure…
Eric Giessmann talked about 3D painting in VR they do together with Piers Goffart at LAVAMACHINE and discussed VR painting tools, software, animation, the difference between “classic” digital art and VR, its peculiarities and essential things to start with if you want to embark on this field. SONY DSC Introduction My Name is Eric Giessmann. I am a freelance director and animator for animated short films from Dormagen near Cologne, Germany. I have been interested in art for as long as I can remember and it started with Bob Ross, Comics and Mangas. I also always liked to create jump&run or roleplay games by myself, with colored pencils on paper first and a few years later – on my first PC. I remember how I started with drawing on paper, stop motion and all that up to the computer animation. In Holland, I studied animation and specialized…
Saurabh Jethani had an opportunity to work as a beta tester for Texturing.xyz on their new awesome MicroMaps. The thing is that the team has recently shared a great article on approaching the skin part in UE4. “Greetings everyone, in this article I’ll try my best to showcase how I approach creating skin for UE4. Also, this article includes using XYZ Multi-channel Faces maps and the new XYZ tileable MicroSkin library.” You can download the material the artist made here. Head over to the Texturing.xyz website to read the article. If you have any question you can message me on ArtStation. Make sure to discuss the article in the comments below. The goal of the ClearCut courses is to teach you a solid workflow that is used in the AAA game industry. The first episode covers the process…
Tim Nijs did a detailed breakdown of his recent personal project Well of Souls inspired by the Darksiders 2 lore: sculpting & brushes, UVs, texturing in Photoshop, lighting. Software used: ZBrush, Maya, UE4, Photoshop. Introduction Hi! My name is Tim Nijs, I’m from the Netherlands. At the moment, I’m studying Games at Breda University of Applied Sciences in the Netherlands. Besides the projects for school I have constantly been doing projects for personal learning, the Well of Souls is one of them. Around a couple of months ago, I started reading 80lv articles and I have learned a lot. I would like to thank 80 Level for letting me do this interview. Some of my recent works can be found here. Well of Souls Inspiration When I saw Darksiders 2 for the first time I was blown away. I…
Yumi Batgerel did a breakdown of her Onna-Bugeish, a Japanese female warrior, made for the recent Artstation Challenge with ZBrush, Maya, and Photoshop and shared a bunch of useful tutorials and brushes. The project is based on the concept of . Yi. Introduction My name is Yumi Batgerel, I’m a 3D Character artist from the Netherlands. I have Mongolian roots and I was born and raised in Russia. I immigrated with my family to the Netherlands when I was 14 years old. In 2017, I became a graduate BA of Art and Technology at HKU, Utrecht School of Arts. Almost straightly after that, I started a job as a 3D Generalist for mobile games at Team 6 Game Studios. A few months before the Artstation Challenge, I decided to make a carrier change and develop myself further as a Character Artist. To be able to do that I decided…
Lorna Blythe shared the way she remade mysterious Orient Express from Agatha Christie’s novel in UE4: modularity, assets, glass and porcelain materials, lighting, and more. Introduction Hi there, thanks for taking the time to read this! I’m Lorna and I’m an aspiring Environment Artist from Sheffield, England. I have recently completed my Master’s degree and achieved a Distinction in Games Design at Sheffield Hallam University. My tutor, Dave Wilson, has been a huge help, providing plenty of constructive criticism and advice. Murder on the Orient Express Motivation I like to center my projects around skills that I need to improve, or new techniques that I want to learn. For the Murder on the Orient Express project, my main goal was to learn how to create a realistic modular environment. In addition, I planned to use environmental…
Peter Dimitrov provided a detailed breakdown of his Animal Shrine created in UE4, Substance, Maya, and ZBrush. Introduction My name is Peter Dimitrov. I am a student of Games Design at University of Central Lancashire in Preston, UK. That is where my first introduction to 3D started, almost 3 years ago. I am graduating with bachelors in a few months. Prior to that, I have quite a few years of experience working in freelance, painting and illustrating for games. I feel like my grasp of 2D is what sort of kick-started my 3D work and allowed me to get into it without too much struggle. I will talk about that relationship between the two mediums later on. Figure 1. The Animal Shrine, main view. The Project The Animal Shrine is a Game Environment that I created for Artstation’s Feudal Japan…
Chris Lambert prepared a detailed breakdown of his cozy environment It’ll Be Safe Here made with UE4, Blender, ZBrush, Quixel’s Megascans and Mixer, SpeedTree, and Substance Painter. Introduction Hello, my name is Chris Lambert and I’m an environment artist from Cornwall, England. A huge thank you to 80 Level for letting me show and talk about my project It’ll Be Safe Here! This was my first venture into full environment art and creating assets, previously I had only used Far Cry 5’s editor so this project was quite the learning curve and took around 4 months to complete. I’ll make sure to show all the embarrassing failures! My goal is to find a way into the gaming industry, and with that in mind, I wanted to use lots of different software solutions throughout this project so that I could broaden my knowledge and understanding of different workflows and how each software…
Patrick Sutton shared his thoughts on the weapon production: building, texturing, and lighting workflows, weapons for games and what they sometimes lack. Introduction Hi there! I’m Patrick Sutton, and I work at 343 Industries as an Environment Artist. I shipped Halo 5 at my current job, and before that, I was an outsourcer at Liquid Development, where I worked extensively on Firefall and contributed to a few other projects including Halo 4 and Wildstar. I’ve been modeling for 18 years, 8 of them professionally. I started out making levels and guns for Half-Life and continued modding more games as they came out, such as Morrowind and Fallout 3. I am entirely self-taught, as there weren’t a whole lot of resources out there for a 13-year-old at the time, and I didn’t realize there were online communities for people who did what…
Malte Sturm did a detailed breakdown of his western self-portrait created with several tools and animated with Mixamo, and shared helpful information about texturing and face sculpting he has learned from personal experience. Introduction My name is Malte Sturm. I live in Hamburg, Germany and work as 3D Artist at a video-game company. My job there includes creating a wide variety of assets, but mostly spaceships. My next goal is to work as Character artist for games. Like many of you, I started with 3D because I was in awe of games like Morrowind and countless others. Immersion has always been a big part of the fascination I had for games and 3D was a way for me to put all that into something I created on my own. Wild West Self-Portrait Idea I have…
Joseph Burgan gave a huge talk on his Zelda: Twilight Princess fanart scene Outside Link’s House: prop & tree production, various materials workflows, use of Megascans, struggles, experience with a Game Arts Institute Bootcamp and more. Introduction Hello. My name’s Joseph Burgan, and I grew up in a little town called Colne in Lancashire, England, but have been living in Utah, USA, with my family since 2009. I’m a music theory geek, a video game enthusiast, and I love to create 3D video game art. I currently work at Epic Games now as a Junior Environment Artist on a contract, which they’re treating as an internship since this is my first job in the industry. I live and breathe video games and their creation, and I’d be a happy man if I could work hard on video game art for the rest of my life! Path into…
Sam Delfanti talked about his UE4 scene inspired by God of War: the use of Megascans, material production, lighting & water. Introduction My name is Sam Delfanti and I am an Environment Artist from Marin County, California. I graduated from Pratt Institute in 2015 with a Bachelors in 3D Animation and am currently working as a 3D Generalist at Virtualitics in Pasadena California. At Virtualitics, I work creating Virtual Reality environments, props, and effects using Maya, Substance Painter, and Unity. The entirety of my career has been within the VR industry beginning back in 2017. I have worked for other companies such as Disney Interactive and 3D Live // AXO. Underneath Reference This scene started not like my most personal scenes I create as I had a strong concept from the beginning. I have always loved the works…
See the Code – See it Full Page – See Details Here’s a pen on CSS hover effect. As you hover on the quotes, the background will change upon which quote you hover upon. This Pen uses: HTML, CSS, JavaScript, and
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See the Code – See it Full Page – See Details This Pen uses: HTML, CSS, JavaScript, and
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Tags: dark souls, siegward of catarina, yhorm the giant, Dark Souls III553 points, 45 comments.
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