Iconoclasts creator Joakim Sandberg says developers should learn from his mistakes rather than follow his example
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Mike Stavrides, Senior VFX artist at Bungie, gave a talk on VFX for games and the way he worked on incredible effects for Destiny 2. Introduction 80lv: Could you introduce yourself to us? Where do you come from, what do you do, what projects have you worked on? How did you get into VFX in general and end up in Bungie? My name is Mike Stavrides, and I am a Senior VFX artist at Bungie. I have been with Bungie for almost 6 years now, and have worked on every Destiny release. I have wanted to work in games since I was about 13 years old, and it took me a long time to reach that goal. My desire to create games mainly stems from my love of these games: Meridian 59, Ever Quest, Final Fantasy Tactics, Command and Conquer Red…
Oscar Hallberg was kind enough to share a detailed breakdown of his character Vlod created with the help of ZBrush, Substance Painter & UE4. My name is Oscar Hallberg and I am currently working my way through the first year of the 3D Graphics program at Future Games in Stockholm, Sweden. I have been doing 3D for around 2.5 years with 1.5 of those focused on character art. I got into 3D-graphics through my previous projects as a music producer and immediately found myself spending more and more time with game art until I decided to pursue it full time, and that was probably the best decision I have made to date. Looking forward I hope to improve my art as much as possible in time for our internships later this year. Vlod – Harpooner of Sea Rok This is…
Christian Hecker talked about his 3D environment Journeys Of An Unknown Huntress made with Megascans, Vue, and World Machine. Introduction My name is Christian Hecker but most of my work can also be found under ‘Tigaer’. I’m from Nuremberg, Germany, and work as a freelancer. A look into my portfolio reveals that I’m quite a Sci-Fi fan, who strays into Fantasy every now and then. But my heart definitely leans more towards the realm of Sci-Fi or Futurism. So far I had the opportunity to do Cover Illustrations for all kinds of media as well as creating concept art, video workshops, and tutorials for magazines and books. The biggest project I’ve worked on was 3rd installment of the Galactic Civilizations series. I also had the chance to work on short story covers for a project initiated by the XPrize folks. …
Andrew Harrington showed how he produces stylized tiling textures with ZBrush, Photoshop, and Substance Painter. Introduction Ahoy-hoy everyone. I am Andrew Harrington and I am a Lead/Senior Environment Artist. Throughout my time in the industry, as I worked at many studios, I have been able to learn from and be influenced by hundreds of individuals. In the article, I hope to share some of my knowledge and my process of how I go about creating stylized environment textures. Specifically, I will be going step by step over my process of creating the following tiling texture. Blocking Out The first step I do when creating any environment tiling texture is to either draw it out in Photoshop or block it out using flat geo in Max or Maya. If I draw it out in Photoshop, I make sure that it tiles and then I…
Eugene Apekin and Oleg Ushenok have released their new pack that will let you spend less time modeling and more time dealing with your ideas. This sci-fi pack was created in Fusion 360 and 3ds Max. Please note that models are saved in MAX, OBJ and FBX files for import. The pack features 14 – Sci-fi Panels. Reselling these assets is not allowed, but other than that they are free to use for private and commercial projects. You can learn more here. Get the pack for $6+ © a.sergeev for 80lvl, 2019. | Permalink | No comment | Add to del.icio.us Post tags: 3d art, 3DS Max, fusion 360, gamedev, indiedev Feed enhanced by Better Feed from Ozh
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Here is one of the posts that are just about our love for art. We love everything extraordinary and intricate, and we love sharing with you. Take a look at some stunning WIP renders set up by talented students of one particular Chinese academy. The works here have been created during this course on characters by students of Chao Dong and Cheng Xing. Let’s check out the works. You can find more works here. Please share other wonderful works in the comments below. © a.sergeev for 80lvl, 2019. | Permalink | No comment | Add to del.icio.us Post tags: 3d art, gamedev, indiedev, render, ZBrush Feed enhanced by Better Feed from Ozh
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Intel has revealed a new open source image denoiser called Open Image Denoise which is available under an Apache 2.0 license. It is said to feature several “high-performance, high-quality denoising filters for images rendered with ray tracing.” “The purpose of Open Image Denoise is to provide an open, high-quality, efficient, and easy-to-use denoising library that allows one to significantly reduce rendering times in ray tracing based rendering applications. It filters out the Monte Carlo noise inherent to stochastic ray tracing methods like path tracing, reducing the amount of necessary samples per pixel by even multiple orders of magnitude (depending on the desired closeness to the ground truth),” states the description. The tool is said to be compatible with Intel 64 architecture based CPUs and compatible architectures. The tool is powerful enough not only for offline rendering but also for interactive ray tracing as…
Mohamed Chahin talked about low poly artworks and shared the way he approaches his miniatures made in Blender. Introduction To quickly introduce myself, I’m Mohamed Chahin, an Art Director/3D artist from Alexandria, Egypt. I do all kinds of visuals and I’ve worked on a bunch of game projects, Branding for a few companies and a lot of illustrations for different brands. My path into 3D production started when a friend of mine and I were checking some work online and saw Jona Dinges’s art. I started learning 3D software solutions, watching tutorials endlessly, trying 3ds Max, C4D and Blender. Once I got my first render I started posting projects like crazy. Those were projects about everything: cities, vehicles, forests, dragons etc. That’s when I started doing freelance projects being in the 3rd year of college. As for the projects I’ve worked on, I made a…
Artyom Filippov shared his experience of attending the CGMA course The Art of Lighting and profound knowledge learned about self-development & self-education and working in the industry. Introduction Hi! My name is Artyom Filippov. For the last 2.5 years, I have been working as a Lead Level Designer and a Lighting Artist. Right now, at work, we are making a mobile game focusing on high-quality graphics. Consequently, the requirements for the art team are high, that is why I am always keen to learn new things and level-up. I realized that the more experience I accumulate, the less interesting educational content I can find. It’s getting harder to obtain new information from articles or videos. What’s curious, it relates both to free and paid content. It inspired me to enter the CGMA course The Art of Lighting under the guidance of…
Go grab this free tool for Unreal that adds support for exporting PNG files from textures in the content browser. Technical Details Features: Supports Gray and RGB(A) Formats Supports 8-bit and 16-bit Full source included. Lightweight Code Modules: ST_ExportPNGEditor [Editor – 2 Classes] Please note that the tool supports all development platforms. You can learn more here. Get the tool Landscape Auto Material by VEA Games is a flexible auto-painting material for Unreal Engine 4 Landscape component. When you are drawing the topology of your landscape, proper material layers are drawn automatically! Check the full feature list Contact VEA Games © a.sergeev for 80lvl, 2019. | Permalink | No comment | Add to del.icio.us Post tags: 3d art, Epic Games, Game Design, gamedev, indiedev, UE4, Unreal Engine Feed enhanced…
via The AI of Horizon Zero Dawn | Part 1: Rise of the Machines | AI and Games – YouTube
Dreams has been a long time coming, and of course, when developer Media Molecule announced that they’re going to be running a closed beta, people were excited to see exactly what is possible with this title. We started seeing the developers tease some projects during live streams, but then we started seeing NDA’s being broken, one of the most noteworthy breaks was the P.T level recreated in the beta. Even the developers at Media Molecule have been getting hands-on with the beta and creating their own designs. One being John Beech who created a realistic Pool simulator using the beta version of Dreams using AI that’s still a work in progress. The level apparently took 20-30 hours to create according to the user ‘Project Genesis‘ who recorded themselves playing the developers level. You’ll find the video embedded below and it’s really quite a looker. The game features…
Have a look at a guide from the Nitrogen channel on YouTube that shows a way you can recreate the Red Dead’s looting system inside Unreal. One of the best games of 2018 features a number of unique decisions that make it a masterpiece, so it’s really nice to recreate something from the Rockstar’s game yourself. “Recently RDR2 (Red Dead Redemption 2) was released and one mechanic got my attention, that being looting enemies. So I decided to experiment a bit and try to recreate it. I managed to get a similar result so I decided to make a tutorial on that as well,” states the description. The video is quite thorough and detailed, so we’re sure you’ll figure out everything in no time. Make sure to discuss the guide in the comments below and share other useful tricks. …
Michał Baca talked about his Japanese Fantasy Environment made for the recent ArtStation Challenge: blockout, rock and vegetation workflows in ZBrush and 3ds Max, lighting in UE4. Introduction Hello, my name is Michał Baca, I’m Junior Environment Artist at People Can Fly from Poland. It has been a long time since my last article which was about my previous project (Cyberpunk City Alley). During the last year, I was working with a small team from Łódź, Poland called Render Cube Games, and I was working on their game called Monster League which is available on Steam early access. Now I just started working in People Can Fly as a Junior Environment Artist. Japanese Fantasy Environment First Stage: Idea, Reference, Blockout After my previous project, I decided that my next would be an…
Bart Grzegorzewicz gladly shared the lessons he learned as a level artist and talked about his general workflow in Unreal Engine 4 using the Mountain forest scene as an example. Introduction Hi, my name is Bart Grzegorzewicz and I come from Poland. My journey into Unreal Engine 4 started when I worked at Madmind Studio a year ago as a tester. Now I’m a level artist beginner. I’m still going to school and in my free time, I mostly create small environmental scenes, such as a part of the forest or mountains, and playable demos with mechanics sometimes. Preparation to the Scene The first thing I do before even turning on the engine is collecting references. Ask yourself: how should my level look like? In what mood is the player supposed to enter it? Maybe you…
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…
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…
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…