Jeremy Estrellado posts
WEEK 14 / Part 3 / 2023
lots of discussions on previous work. we finish up the tops of the pillars. plan out a kit of ivy that will be for hanging pieces.blockout some propping of ivy at the base of a pillar as well.
WEEK 14 / Part 2 / 2023
We take a break from ivy and start building out the tops of the pillars. the goal is to start figuring out the super large arch area in the next few videos.We get a bit distracted and look at our ivy as well... :D
WEEK 14 / Part 1 / 2023
More ivy! this is turning into a large kit.
WEEK 13 / Part 2 / 2023
Lets model hella ivy!
WEEK 13 / Critiques / 2023
WEEK 13 / Critiques / 2023
WEEK 13 / Part 1 / 2023
Was shown a cool way to mask edges better in substance painter based off UV seams. really handyIvy root work in blender but then heading into learning to paint weight masks in unreal engine 5 to mask displacements in the modeling tools within UE5
WEEK 12 / Part 1 / 2023
Chillin making packed masks in substance painter. simple :)
Variation Masks
Pay attention! This is cool!
WEEK 11 / Part 3 / 2023
UV clean up, nicer bakes and then pushing the masks for the moss. Later we get a really cool tip on breaking down the mask to be cheaper. Ill post a extra link for how that works after this one.
WEEK 11 / Part 2 / 2023
Decided to break the pillar into two parts for the hope of reuse. Lets get it UVed and baked!
WEEK 11 / Part 1 / 2023
First we finish of the texture masks for the base of the pillar.Then started out building the pillars to the main shot of the upper area.
WEEK 10 / Part 1 / 2023
Decided to sculpt the bases of the pillar. looks better this way.
WEEK 9 / Part 2 / 2023
Tried out making high res dirt mound meshes that are made entirely in unreal 5 with megascan materials for displacement. interesting workflow.
WEEK 8 / Critiques / 2023
A Vod of our community discord Critiques.
WEEK 9 / Part 1 / 2023
WEEK 9 / Part 1 / 2023Making floor pieces in blender while also displacing it in unreal 5
WEEK 8 / Part 2 / 2023
We take some tileable material tiles we made and add a kit for the ground. they are displaced using the unreal modeling tools. These get us some big wins as they take up so much of the screen space.The bigger downside is that they are busy and repetitive. we will have to find ways to prop them so th...
WEEK 7 / Part 1 / 2023
We finish up the planters for the top of the stairs and move onto detailing them up so that they have some propping character.
WEEK 6 / Part 2 / 2023
Continuing on the stairwell, we look at the sides to complete the set.
WEEK 6 / Part 1 / 2023
Working on our stairs. These are mainly built with a trimsheet and displaced using displacement inside of Unreal 5.
WEEK 5 / Part 3 / 2023
WEEK 5 / Part 3 / 2023
WEEK 5 / Part 2 / 2023
WEEK 5 / Part 2 / 2023
Week 5 / Part 1 / 2023
Worked on getting UVS and bakes for our rubble. also use megascans to build the base the rubble sits on.
Week 4 / Part 2 / 2023
We take the rubble blockouts to finish in zbrush. We also do a quick UV and bake test before ending the stream.
Week 4 / Critiques / 2023
Our community feedback streams!
Week 4 / Part 1 / 2023
We learn about level instancing within Unreal 5.1. Using this tech we start to build out little propping islands that we can base everything off of. This should help us build much faster in the long run.
Week 3 / Part 2 / 2023
Similar to the previous stream. we do some modeling for the area above the alter but also think we need to look at grass meshes. Megascans is our starting point.
Week 3 / Part 1 / 2023
On this stream we look at the the process of taking Megascan assets and making them work for us. Looking at some leaves we take them to blender and make them fit our needs using the existing meshes.
Week 2 / Part 3 / 2023
We go in and refine some of the height information of the tiles as well as break it up with some simple dirt.
Week 2 / Part 2 / 2023
Looking at atlas workflows we developed the workflow of taking a zbrush mesh heightmap and using substance designer to break it down for us into a scatterable set of stones.





























