Ronaldo Loiseau shared the modeling and texturing workflows behind the Le P'tit Coin Café project, explained how the environment was lit and rendered, and told us how Vertex School's mentors helped him complete the project.
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3D Environment and Prop Artist Aakarsh Gupta shared the workflow behind The Final Ascent project, explained how the scene's assets were modeled and textured, and discussed the lighting setup in UE5.
Klaudia Litwinski shared the modeling and texturing workflows behind the Dragon Fish House project, explained how the waterfall was created, and demonstrated the lighting setup in Unreal Engine.
3D Environment Artist Jeronimo Canale has told us about The Pirates of the Caribbean-inspired The Swamps environment, explained how the scene's modular parts and vegetation were made, and spoke about the material creation process.
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.
- 1Under a Rock: A Procedural Open-World Survival Game Powered by UE5
- 2A Game that Costs $2,000 Was Released on Steam
- 3The Production Pipeline Behind Horizon Forbidden West's Faces
- 4Generating Text-to-3D Models Using OpenAI's Point-E, Gepetto AI & Unreal Engine
- 5Japanese Town Generator Set Up in Blender
- 6Creating an Assault Rifle in Substance 3D Painter and Unreal Engine 5
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