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Mondlicht Studios joined forces with Victor Manin and Dmitry Romanovich to create this epic animation in Unreal Engine 5. Inspired by cinematic music, it tells a story of great victory
In collaboration with Artstation Learning, Dekogon developed a 8 part video series that provides an in-depth overview of the entire environment production pipeline in Unreal Engine 5. The series includes over 20 hours of content that covers everything from project planning to finalizing the art project. Topics Covered: - Planning a Game Environment - with Stef Velzeboer - Terrain Workflows and Setup - with Stef Velzeboer - Tree Production Using Speedtree - with Cat Yang - Creating Tiling Textures and Trims - with Rogelio Olguin - Creating a Hero Prop - with Dylan Abernathy - Production Efficient Asset Creation - with Clinton Crumpler - Water Shader Creation - with Stef Velzeboer - Assembling and Finalizing the Scene - with Stef Velzeboer Check it out here! https://www.artstation.com/learning/courses/adP/environment-production-part-1-planning-a-game-environment/chapters/2D1O/series-project-planning-introduction
This is the final for my Environments for Games course at Gnomon, taught by Jon Arellano. I had such an amazing experience working on this scene. I used Maya to model the prop kits and Substance Designer to create the tileable materials. Jon's assistance played a crucial role in my project, and I am grateful for his feedback and fantastic lectures! I did not have a direct concept for this environment. I drew some inspiration from cyberpunk and sci-fi genres and avoided abstract elements that would make it overly futuristic; I wanted to maintain filthy conditions and accentuate the grungy aesthetic. Some of the assets, such as the graffiti and concrete decals, are sampled from photos I took around Hollywood.
Unreal Engine 5 Beginner tutorial! In this UE5 tutorial you will learn to create 3D Environments using Quixel Megascans. You will also learn about animation ...
In this tutorial we are making an inventory system from so many games, for those following the satisfactory tutorial I would suggest following along as we wi...
in this video, I will teach you an easy way to design a level in unreal engine 5. 30 days free trial of GraphN Library: https://cutt.ly/R8zSsnP I'm available...
- You can support this channel via https://www.patreon.com/sarkamari- Check out my Unreal Engine playlist via: https://www.youtube.com/playlist?list=PLbvsJz5...
Hey everyone, I have another UE5 tutorial for you. This one is about making custom god rays. Hope you enjoy it!If you have already seen my fog tutorial this ...
Here I talk about how to use Unreal Engine's built-in noise function(s) & get the best out from them. This tutorial is made inside UE4 but it's working insid...
This video will teach you how to string together separate animation clips into a smooth single sequence. You'll learn about bone matching, blending, and cli...
Got inspired by the beautiful sceneries from Gorge :)
3D Art, CGI, Art Direction, Unreal Engine 5, Blackmagic DaVinci Resolve, 3dsmax, Adobe Photoshop
Hey, For this personal project I wanted to make a medieval or fantasy-style real-time female character, so I went hunting for some cool concept art and came across Archer by Sanchit Chaudhary, which I decided to base this character on. The process began with sculpting a female body from scratch as I wanted to practice some anatomy in ZBrush then I roughly sculpted the clothes on the body. I used Marvelous Designer to make a good foundation for the clothes, then refined it in ZBrush by adding memory folds and wrinkles for that extra touch of realism. For the face, arms, and hands, I mixed TexturingXYZ scans with some good ol manual sculpting. Once the high-poly sculpt was ready, I retopoed most parts in Maya and used the low-subdiv versions of elements like the leather belts and straps for the final low-poly geo. For the hair, I started with a rough sculpt in ZBrush to use as a reference, then used GS Curve Tool to create the hair cards, followed by FiberShop to generate the textures. Baking and texturing for everything else was done in Substance Painter. Finally, I set up my character in UE5 for rendering by adding materials, lighting, and a base created using some ground assets from Quixel Megascans. A special thanks to Bowei Jia for helping out with the character rig, and a big shoutout to my potato laptop for sticking through this project and keeping the crashes to a minimum. This was a fun project to work on. Hope you guys enjoy it. ✌️ https://www.artstation.com/artwork/ZebzOX
This is my first game environment, done within approximately 3 months for the final term of the Game Art Diploma programme at 3dsense Media School. Based on an amazing concept art by dan mao: https://www.artstation.com/artwork/w0XDa9 All assets were modelled from scratch, mostly in Maya. Some minor tweaks were done in ZBrush and the cloths were created in Marvelous Designer. Most of the texturing was done using tilables and trim sheets for optimisation due to the huge scale of the environment. Majority of the textures were created using Quixel Mixer with some editing in Photoshop. Grass atlases were from Quixel Bridge. All assets were imported into Unreal Engine 5 for texturing, where the tweaks for the materials were made. Lighting and rendering was also done in UE5. This project exposed me to the powerful features and challenges of UE5. Toward the end of the project, I also learned how to convert the environment into a playable VR space where I was able to interact with some assets. Special thanks to my lecturers Venny Lie and Edward Lim for guiding me through this project. Also thanks to 3dsense Media School for the opportunity to learn industry-standard software and practices. https://www.artstation.com/vlgallery
UE5练习
Download - https://www.patreon.com/posts/loner-ue5-files-81930188Patreon- https://www.patreon.com/AshifNFT - https://opensea.io/CGHOWTwitter - https://twitte...
Scene of the environment with a cave on UE5, which I did over the weekend. I'm used Nanite technology and Lumen light system. Rocks and terrain textures from Megascans. Trees is created from SpeedTree. VFX Niagara are custom handmade assets and some re-use from Epics. Birds - static mesh, animated on WPO and setup on Niagara.
Ending a vicious cycle of unfinished personal projects with the ultimate comfort-zone piece. - Thanks to my art buddies Casper Wermuth and Ognyan Zahariev for feedbacking. - Based on "Forgotten Ruins" by David Yan. https://www.artstation.com/artwork/5XNl8P
Stylized castle made with UE5