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Setting Up Sea Creatures with ZBrush & UE4

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…

Free Particle Toolkit for UE4

Don’t miss this chance to grab Particle Toolkit by Luos for free. It features a number of meshes, noise textures, material functions, vector fields and more for your VFX projects. It also comes with 67 example particles. Basically, the pack is a nice toolbox filled with all kinds of great content to create particles with. Contains: 67 Particle effects 200 textures that can be used for a variety of effects 11 flip-books 9 gradients 23 masks 38 RGB Channel Noise Textures 45 Normal maps for UV distortion 30 gray-scale noise textures 50+ textures of the random variety (sprites, noise, normal, detail, etc.) You can learn more here. Please note that not all the effects might be used in games as…

PNG Export in UE4

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…

Setting Up Atmospheric Forest Lighting in UE4

Nora Nirvaluce talked about the lighting studies and her setup in the UE4 project Morigesh Forest Lighting. Introduction Hello! My name is Nora Nirvaluce, I’m currently a lighting artist at Eidos Montreal. I joined the studio 9 months ago and had the privilege to be part of the lighting team on Shadow of the Tomb Raider. My journey began when I was a student. I was always interested in the ‘graphics’ world and touched on editing, abstract 3D, and graphic design but was never able to find my path. My ‘real’ journey began when I played Crysis 3 on the Xbox 360 and fell in love with the stunning environments. This truly blew me away! As I was finishing my University Studies (not in 3D), I decided that I was going to focus solely on game development. I taught myself different software but…

CGMA Student Project: Alkaline River in UE4

Omar Al Salihi kindly shared his experience and knowledge gained during CGMA course Organic World Building in UE4 with Anthony Vaccaro: making an environment from the concept to the final image, creating Alpha images and tileable textures in ZBrush, working with blending nodes and controlling normal map details in UE4, lighting, LUT. Introduction Hi, everyone. My name is Omar Al Salihi, I am a 3D environment artist. For 4 years, I’ve worked as a texture artist at Rubicon Group holding studio in Jordan Amman. Before that, I worked as a concept artist at the information technology group company where I was responsible for creating 2D art library provided with animation. After the first time, I played on NES, my passion for creating video game levels rose. Working on 3D scenes motivates my artistic imagination to create every tiny detail to enhance the environment and make it very believable…

UE4 Guide: Red Dead’s Looting System

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. …

Tutorial: Using Procedural Foliage in Unreal Engine 4

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…

CGMA Student Project: Forest in UE4

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…

Crafting a Forgotten Shrine in UE4

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….

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…

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…

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…

Fortnite Creator Tim Sweeney Puts Millions of Dollars Toward Conserving North Carolina Forests

With the recent government shutdown, US wilderness areas have really suffered. Even national parkland has been subject to pollution, illegal off-roading, and other maltreatment. With so much disheartening news out there, it is great to read something which lifts up our hearts—like that Epic Games’ Tim Sweeney puts millions of dollars into protecting forests in North Carolina. Here is How Fortnite Creator Tim Sweeney Is Protecting Forest Land Fortnite fans probably know that Tim Sweeney is more than just the game’s creator. He is also a founder of Epic Games. Over the years, Sweeney has made billions of dollars on his games. With that money, he has been purchasing forest and mountain land in North Carolina. Sweeney hasn’t been doing this at random either. He’s been choosing specific areas such as the Box Creek Wilderness. Spots like these feature exceptional biodiversity….