More ideas from j_____y
ArtStation - Procedural Forest texture (PBR), Arseniy "SenChi" Smirnov

Procedural forest texture i made for DayZ: Standalone. Sticks are baked from high-poly, everything else is generated in Substance Designer.

covaci-ionut-ovidiu-case-slide.jpg (840×1080)

I have done this environment for "Iron Blade" by Gameloft, it was a challenge and a pleasure to work on it

fw썬시티카지노 ⊆RFS96.C0M⊇썬시티카지노썬시티카지노 ⊆RFS96.C0M⊇썬시티카지노썬시티카지노 ⊆RFS96.C0M⊇썬시티카지노썬시티카지노…

VRay Tutorials – Level Up! Welcome to my NEW and long awaited tutorial section. First I am going to start with some VRay Tutorials. These are absolutely free! Just like my brushes, these took…

zbrush, 3ds max, allegorithmic, susbtance designer, substance, gamedev, quixel, megascans, game development, materials, textures

Amazing talk from Ben Wilson on ways to approach to material design in games with Megascans, SD, Zbrush and Max.

allegorithmic, substance painter, substance, substance designer, world machine, gamedev, game development, games industry, square enix, eidos, indiedev

Ken Jiang from Eidos Montreal (Square Enix) talked about his work with Substance Designer and the production of high quality materials.

Seamless Materials for Video Games | 80lvl

Seamless Materials for Video Games | 80lvl