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Introduction to 3D Painting in VR

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…

Dealing With Skin in UE4

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…

Recreating The Well of Souls from Darksiders in UE4

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…

Samurai Warrior: Character Breakdown

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…

Modular Orient Express in UE4

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…

Building an Ancient Animal Shrine in UE4

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…

Crafting a Woodland with Blender & Quixel

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…

Weapon Production: Building, Texturing, Lighting

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…

Western Self-Portrait: 3D Character Breakdown

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…

Outside Link’s House: 3D Scene Breakdown

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…

UE4 Scene: Materials, Lighting, Water

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…

cpmemu – a CP/M emulator for Raspberry Pi #PiDay #RaspberryPi #VintageComputing #RetroComputing @Raspberry_Pi

CP/M, originally standing for Control Program/Monitor and later Control Program for Microcomputers, is a mass-market operating system created in 1974 for Intel 8080/85-based microcomputers by Gary Kildall of Digital Research, Inc. Initially confined to single-tasking on 8-bit processors and no more than 64 kilobytes of memory, later versions of CP/M added multi-user variations and were migrated to 16-bit processors.Arguably, we came close to having CP/M instead of MS-DOS dominate computing on PCs. But Microsoft got the contract for PC-DOS from IBM and the rest is history.Some very cutting edge software was on CP/M including Wordstar, dBaseII and Supercalc.You can run your own version of CP/M using an affordable Raspberry Pi. There seems to be variants out there, but cpumem appears to be a great choice.CPMemu is a CP/M 2.2 emulator running on the Raspberry Pi and on other Linux systems. On the Raspberry Pi CPMemu can be used as a bare metal solution based on the Circle environment….

Making a Pac Man Themed Multicade Mame Cabinet

Making Stuff shared this video on Youtube! In this video we will make a Pac Man themed, table top multicade or also know as a bartop arcade or mame cabinet. See more!Each Friday is PiDay here at Adafruit! Be sure to check out our posts, tutorials and new Raspberry Pi related products. Adafruit has the largest and best selection of Raspberry Pi accessories and all the code & tutorials to get you up and running in no time!