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Creating an Immersive Urban Street Scene Using Blender & Substance 3D
Environment artist Pauline Ferrand details her 15-week Urban Street project, covering her full workflow from blockout in Blender to final lighting in Unreal Engine. She explains her tileable texture creation process in Substance 3D Designer using a big-to-medium-small detail rule, her use of Vertex Color for plant color variation and wind effects, and how she split assets into wall and prop shaders with RGB masks. The post also covers her SpeedTree vegetation pipeline, ray-traced lighting setup, and a Material Parameter Collection trick to switch between dry and rainy scene variants with just two sliders.