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Tutorials, tips & practical knowledge to being best level designer & environment artist. I'm AlexG. Official X of WoLD. Tutorial Courses: https://nitter.cf/t.co/jHhvqfJAAs

Inside a Game Engine
Joined January 2010
Tips on how to start using UE5 outliner to help you speed up your workflow and create better and faster environments. Full Quick Tip on YT: youtube.com/watch?v=3OeOqeK-…
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UE5 lighting with Lumen, most expensive to most cheapest local lights to use in order are: Rect Light (most expensive) Point Light Spot Light (least expensive)
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Best pivot point placement for modular assets: Walls, doorways, windows: bottom corner front vert Floors: top corner vert Ceilings: bottom corner vert Columns: either at bottom corner vert or bottom center But these can vary if you know how these work. youtube.com/watch?v=f2AW6vlV…
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What is the best pivot point placement on modular assets that makes up your environment foundation? Walls, floors, ceilings, doorways, doors, windows etc Modular Tips & Tricks 1: Best Pivot Point Placement on Modular Environment Assets. Breakdown on YT: youtube.com/watch?v=f2AW6vlV…
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Download this Standard 32-Pieces Modular Base Mesh Kit. Perfect for blockouts, prototyping and creating environment interiors, exteriors or both. You get UE5.3+ assets. Maya scene file. FBX files. Become WoLD Patreon supporter and download: patreon.com/WorldofLevelDesi…
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Your roadmap to environment art. 1. Maya Foundation 2. Substance Painter Essentials 3. Modular Environment Design Masterclass* *If you never used UE5, then also UE5 Fundamentals Vol.1 Start today: worldofleveldesign.com/store…
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Need more of step-by-step? Check out this tutorial: UE5: Definitive Guide to Custom Collisions in Unreal Engine 5 for Static Meshes (UE5 and Maya) worldofleveldesign.com/categ…
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Quick Workflow: Creating Custom Stairs Collisions in Maya for UE5
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Learn more and create modular assets with "Modular Environment Design Masterclass": worldofleveldesign.com/store…
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Maintaining similar texel density across all modular meshes helps to prevent & minimize texture inconsistencies. This way textures appear at same level of detail across all meshes. This avoids texture on some meshes looking blurry & stretched while others look detailed & sharp.
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