Kateryna Yavorska told us about the workflow behind the Abandoned London Pub Diorama project, explained how complex surfaces were created using Substance 3D Painter and Substance 3D Designer, and shared how mentors at Vertex School helped her during the production.
Pontus Ryman has told us about his photogrammetry workflow, spoke about the right weather conditions for scanning, and explained why RealityCapture is his software of choice when it comes to running the images through for a 3D model.
Mot Studio shared an easy way to make ivy in just 15 minutes.
Gabe Tandy talked about the work process behind The Grasslands project, explained how he achieved realistic lighting, and spoke about the advantages of the Megascans library.
The artist utilized Unreal's Fluid Flux plug-in to create the river.
The environment was made by 魔灯.
B.O.W. continues experimenting with realistic moss in Unreal Engine 5.
Mohamed Hadiri talked about the work process behind the Minshan Grove project, explained how the sunset was made, and shared some useful YouTube channels that will help you learn Unreal Engine.
Salva Gómez shared the workflow behind the Doors Of Durin project, talked about the lighting setup, and explained why Unreal Engine 5 was chosen for the scene.
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