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.
Faking a Spherical Planet with a Tileable Texture in UE5
04 November 2026 - Alina Ledeneva explored a material-based pseudo-sphere technique that makes it possible to use regular tileable textures without custom spherical UV mapping.
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.
Beginner's Guide To Creating Glazed Ceramic Tiles In Substance 3D Designer
30 October 2026 - Elie Paquiet walks through his workflow for creating a ceramic tile material, from creating the pattern and introducing layers and variations to rendering the result with Unreal Engine 5.
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.
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.
Building a Game-Ready Nordic Village Scene with Day & Night Lighting Setups
26 October 2026 - Danylo Kyslenko shares his tricks for saving time when building modular assets, explains how he made a custom Material Layer Blend function and used it for texturing, and demonstrates how he created fake interiors for the nighttime view of the environment.
Breakdown: Creating Five Stylized Materials in Substance 3D & UE5
26 October 2026 - Radu Sircu joined us to explain the process behind five stylized materials, from cracked earth and tiles to moss and notebooks, with step-by-step guidance and detailed node setups.
Bluey’s Simple 2D Look Required Gameloft’s Most Technically Challenging Art Pipeline
23 October 2026 - Gameloft Brisbane explains how Bluey’s Happy Snaps uses SDF textures, 2D planes, custom shaders, and Unreal Engine Control Rig to recreate the show’s hand-drawn style.
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