Sahaar Chhabra talked about the workflow behind the Darkroom project, explained how the surface variation was achieved, and shared the details of the lighting setup and color grading.
Saerom Youn talked about the work process behind the Middle Temple Lane project, explained how the vegetation was created, and showed how Smart Materials helped achieve the desired texture.
B.O.W. continues experimenting with realistic moss in Unreal Engine 5.
This nostalgia-inducing environment was created by Karim Abou Shousha.
Check out the updates available in the latest update to the modeling and rendering software.
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.
The project was created by Vadim Sadovski.
Shada Harb talked about the work process behind the 2Q84:LoneStar project, explained its idea, and shared how the character was animated.
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