Learn AAA Workflows to Create Your Own Modular Environments
13 November 2026 - In this 8-week course from Sierra Division Academy, you will master modular environments under the guidance of Ben Keeling, Principal Environment Artist at Studio Gobo.
Building Real-Time Temple Environment In UE5 Inspired By Baldur's Gate 3
13 November 2026 - Mandar Warde walked through his production process for creating a temple based on the Gauntlet of Shar from Baldur's Gate 3, showing how he applied a professional environment art pipeline and improved material quality.
Recreating Cleopatra's Temple from Assassin's Creed Origins in Unreal Engine
12 November 2026 - Sungeun Moon showed us the workflow behind recreating Cleopatra's Temple from Assassin's Creed Origins, discussing modular architecture, mosaic textures made in Substance 3D Designer, and lighting the scene for different times of day in Unreal Engine.
Building Wayfinder-Inspired Stylized French Cottage Environment
11 November 2026 - Eloi Landes broke down his French Alps Chalet project, exploring stylized sculpting, hand-painted texturing, and atmospheric lighting to create a scene inspired by the traditional architecture of his home region.
Creating Realistic Mountain Scene With Custom Unreal Engine 5 Tool
09 November 2026 - Michael Gerard returns to 80 Level to break down his Alpine Forest project and discuss his custom FoliageLab solution for creating Nanite-ready vegetation and building realistic environments in Unreal Engine 5.
Creating a Stylized Barcelona Environment Using a Modular Architecture Kit
04 November 2026 - Frankie Povarchik walked us through his stylized Barcelona environment, showing how he built a modular architecture kit, made tileable materials and trim sheets, and dressed the scene in Substance 3D Designer, Photoshop, and Unreal Engine 5.
How to Combine Watercolor Painting with 3D Texturing
03 November 2026 - Beno Raistrick showed us his watercolor texturing technique and explained how traditional art helps create unique 3D images.
Breakdown: Giant Robot in Cathedral Ruins Made in 3D
29 October 2026 - Jueon Kim shared the creation process behind Silent Ruins, inspired by Studio Ghibli's Castle in the Sky. The artist explained the work with UVs and showed how to make damaged structures look more convincing.
Making an Atmospheric Garden of Dragons Scene with Procedural Texturing
28 October 2026 - Rebecca Ma discusses how she sculpted the intricate patterns on dragon statues with ZBrush's Make 3D tool, explains how procedural texturing in Maya and V-Ray helped her save time, and talks about how she created a water simulation and an atmospheric fog in Houdini.
Building a Stylized Mountain Cabin with Modular Assets and Custom Shaders
27 October 2026 - Arjun Perayil explains why blockout is the most important part of production, shows how he created a complex master shader for the cabin in Unreal Engine 5, and talks about the process of hand-sculpting stylized vegetation.
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