![](https://masakami.com/wordpress/wp-content/uploads/cocoon-resources/blog-card-cache/fab90ce8cf605be98ca59c401c41a9ef.jpg)
Crafting Old Temple Floor in Substance Designer
Casper Wermuth showed how he created his Old Temple Floor material. The entire project was created with Substance Designer and Marmoset Toolbag.
↑SubstanceDesigner
![](https://masakami.com/wordpress/wp-content/uploads/cocoon-resources/blog-card-cache/130ecbf0f9f7f09812e54da1b731d01f.jpg)
Crafting Grand Well-Balanced Environments
Brie Gibson shared the production details of her environment and talked about the blockout, composition, material & foliage lighting tricks, and more.
![](https://masakami.com/wordpress/wp-content/uploads/cocoon-resources/blog-card-cache/03dbd41d5c52bf63fcf4c7adae741ff7.jpg)
Creating a Scene for Blizzard Student Art Contest
Alex Iveroth introduced his winning project Midsummer Flower Festival made for the Blizzard Student Art contest and talked about his workflow and experience.
![](https://masakami.com/wordpress/wp-content/uploads/cocoon-resources/blog-card-cache/7458001e3e0103cf879be9140dacb609.jpg)
Creating an Italian Alley Environment with UE4
Game Art student Stijn van Gaal is showing the details of making a welcoming Italian alleyway under the mentorship of Christopher Radsby
![](https://masakami.com/wordpress/wp-content/uploads/cocoon-resources/blog-card-cache/ccbf050c2750084cad8d959809123b51.jpg)
Designing a Dishonored Inspired Environment
Alina Vilhjalmsdottir talked about her Dishonored inspired scene made with UE4 and Substance tools, the prop production, texturing, and more.
![](https://masakami.com/wordpress/wp-content/uploads/cocoon-resources/blog-card-cache/b000a0e6c5dbaf7fb7968f67692bb48f.jpg)
Designing a Noir Scene in UE4 at Ringling College
Devin Dixon talked about the development of the large interactive UE4 project Ain’t No Mountain, Baby made at Ringling College and her studies.
![](https://masakami.com/wordpress/wp-content/uploads/cocoon-resources/blog-card-cache/96577a729ec03d0389cf28c7f8e46343.jpg)
Environment Production: Space Station Lounge in UE4
Rogelio Delgado shared the details of his recent UE4 project Space Station Lounge and talked about the scene design, modularity, glass, skybox, and more.
![](https://masakami.com/wordpress/wp-content/uploads/cocoon-resources/blog-card-cache/ff8ddd616ee0fce680e593947a8bdc98.jpg)
Technical and Art Tips for Environment Artists
Sam Gao talked about the stylized art direction of one of his projects with a Ghibli style and shared several tips for environment artists.
↑特にオススメ
![](https://masakami.com/wordpress/wp-content/uploads/cocoon-resources/blog-card-cache/cce9c58e0b62326322705b59f56e90ac.jpg)
UE4 Environment Inspired by Classic Painting
Ronald Houtermans did a breakdown of the Watermill scene made with UE4, Megascans, SpeedTree, and other tools.
![](https://masakami.com/wordpress/wp-content/uploads/cocoon-resources/blog-card-cache/295029d3237c44baec43ed9cbbb954d1.jpg)
Technical Tips for Environment Artists: Part 2
The second part of a guide by Harry Gray will tell you about setting up a scene in Unreal, polishing and optimizing, and more.
![](https://masakami.com/wordpress/wp-content/uploads/cocoon-resources/blog-card-cache/78efdd25af95780fb2b999865ace9329.jpg)
Technical Tips for Environment Artists: Part 1
Harry Gray allowed us to repost his guide with numerous technical tips for environment artists.
↑ゴミゴミした背景のTips
![](https://masakami.com/wordpress/wp-content/uploads/cocoon-resources/blog-card-cache/3710d4f74bb4928dedb0fbe5c966c67e.jpg)
Crafting a Harbor Scene in Unity
Djordy Donopawiro did a breakdown of the peaceful harbor scene made in Unity: terrain production, natural assets, lighting, and more.
![](https://masakami.com/wordpress/wp-content/uploads/cocoon-resources/blog-card-cache/e7d8d46cfcfbacacd2e7b641fdf5cad4.jpg)
Production of Cinematic Large-Scale Environments
James Hodgart, a Lead Environment Artist at Axis Studios, talked about the production and testing of large-scale environments, and tools used in the studio.
![](https://masakami.com/wordpress/wp-content/uploads/cocoon-resources/blog-card-cache/f5418e3582e0b8605be0b2bd314c96f5.jpg)
DICE: Behind the Art of Battlefield and Battlefront
The team of DICE kindly talked about the production of Battlefield V and Star Wars: Battlefront II and gave advice for those who are new to the industry.
↑バトルフィールドV、バトルフロント
![](https://masakami.com/wordpress/wp-content/uploads/cocoon-resources/blog-card-cache/642ff1c1a3647d79dc891026d6a888f9.jpg)
Environment in Unreal: Finding the Perfect Look
Peter Leban prepared a great breakdown of his 3D environment The Two Crows made in Unreal with SpeedTree and Megascans.
![](https://masakami.com/wordpress/wp-content/uploads/cocoon-resources/blog-card-cache/a4e42ba292dfd34c36e2655b71dc1420.jpg)
Crafting a Magician's Studio Environment in UE4
Salvatore Gambino prepared a breakdown of his Magician's Studio made in UE4: blockout, circular modular system, ivy, stained glass, marble mosaic, lighting.