In this stream I fixed the major shader bugs - texture channels were mapped wrong (moss, edges, grime all pointing to incorrect places). Created a new trim sheet material with displacement and mesh painting support. Got mesh painting working across multiple objects. Moss now builds up in crevices properly. Fixed floor tiling and displacement. Scene's coming together - just need to close light l...
2025-11-10 07:46:54 +0000 UTC
View Post
In this stream, I spent most of the time fixing and updating textures for the construction level walls in Substance Painter and Blender. I dealt with some annoying UV and material naming issues, rebaked a bunch of maps, and added detail passes like drips, edge highlights, and moss buildup using mesh painting and virtual textures. The workflow i...
2025-10-28 14:00:05 +0000 UTC
View Post
In this stream i went though and finalized the wall piece. Future me will let ya know this all got corrupted and we need to go back and do this all again later...
2025-10-21 13:00:06 +0000 UTC
View Post
In my last stream, I worked through fixing mesh baking issues in Blender, creating RGB masks with edge, moss, and grime effects in Substance Painter, and importing everything into Unreal Engine.
I also implemented a mesh painting system for moss placement and discovered a handy shift+click shortcut for copying material attributes that I've been doing manually this whole time!
2025-10-14 05:51:23 +0000 UTC
View Post
In this breakdown article, Geremia is excited to share the workflow he used to texture the props for his latest project. With it being his first time exploring stylized texturing, He shares how he gave it his own unique interpretation.
2025-10-08 04:59:02 +0000 UTC
View Post
In this stream, I work through my UV unwrapping workflow in Blender, organizing high and low poly meshes, troubleshooting some add-on updates, and demonstrating my process for creating clean UV layouts using Zen UV and UV Packmaster 3.
I also show off Blender's asset library system for building modular architectural pieces before jumping into Substance Painter to set up texture baking.
2025-09-30 06:39:40 +0000 UTC
View Post
In this stream we primarily look at sculpting in blender compared to ZBrush. I've made the switch myself. In blender we will construct the major structure of the broken wall and see about some processes for taking the sculpt and decimating it to something manageable.
2025-09-17 05:37:49 +0000 UTC
View Post
We looked at optimizing the shaders a bit so that we can have mesh painting working correctly. There are some issues with it, as it's still a pretty early feature in Unreal Engine 5.
After that, I go in and continue working on propping to make the arches on the sides a little bit more uniquely detailed, whether it's foliage, breaking it up with rubble, or the silhouettes being a very dif...
2025-09-08 06:11:55 +0000 UTC
View Post
In this stream, I showed some quick tips like setting up hotkeys and a tool called the Pixel Inspector to speed up my workflow.
The main focus was the new mesh painting feature. Unlike traditional vertex painting, this new method uses a unique virtual texture on each object, allowing me to paint custom details like moss and grime on identical assets. This technique is perfect for making...
2025-08-11 06:38:53 +0000 UTC
View Post
If you haven’t seen it already, I talked with Giora Nohl about how he was able to create such an amazing piece with so maybe assets but keep a healthy work life balance.
Check it out! Quite enlightening!
2025-07-20 20:38:44 +0000 UTC
View Post
In this stream I get into some nitty-gritty details comparing Affinity and Photoshop, especially regarding smart objects and adjustment layers.
A big chunk of the video was spent on 3D modeling, explaining topology issues like those weird long triangles and how Nanite handles things in Unreal Engine.
I also touched on the philosophy of learning art for games focusing on visual qua...
2025-07-07 06:51:30 +0000 UTC
View Post
In this stream, I focused on breaking up the repetitive shapes and negative space around the upper arches, to make it more engaging or less repetitive. This involved splitting larger meshes into unique pieces and battling some persistent import issues between Blender and Unreal Engine. I also touched on the importance of quality over excessive complexity for portfolio work.
2025-06-27 05:48:02 +0000 UTC
View Post

In this stream, I focused on sculpting in Blender, using the lasso trim brush and face sets to try and create interesting meshes. We then brought those high-poly sculpts directly into Unreal to test their visual impact before committing into the low-poly or mid-poly process. We also had a good chat ab...
2025-06-09 14:00:11 +0000 UTC
View Post
You guys asked for it in a previous post. For the super supporters. I’ll soon be posting it but I wanted to do a last check if there was anything in particular that you wanted to know about how I manage my time?
Just want to make sure I’m covering as much as possible.
2025-06-07 21:21:21 +0000 UTC
View Post
This stream covers refining temple scene assets using Blender's sculpting tools. I focused on improving silhouettes and adding variation to stone pieces. I also used face-weighted normals for better shading. While Zbrush brush transfer wasn't covered, my trim smooth brush is key, and you can import alphas that are used in Zbrush to support. Blender sculpting feels increasingly more useful.
2025-05-26 05:00:04 +0000 UTC
View Post
This stream I explored the new mesh texture painting in UE 5.5. After fixing some broken materials, I experimented with vertex AO and then got the per-instance painting tool working. It's pretty cool for adding unique details to objects directly in the editor!
2025-05-19 09:00:04 +0000 UTC
View Post
This stream we open Unreal to refine normal blending with a custom shader. After I jumped into Blender, sculpting a big wall. Played around with mesh decals for cheap details before arranging wall parts in the scene. Later, I dug into Unreal 5.5's mesh painting, figuring out the difference between vertex painting and texture painting.
2025-05-12 09:00:06 +0000 UTC
View Post
This stream I focused on the temple water, tweaking the color and clarity, and then moved onto those big, wonky walls. I'm planning to rebuild them using a 12x12 system and even started sculpting a reusable piece in Blender. Slow but steady progress on making things look better.
2025-05-05 05:00:03 +0000 UTC
View Post
I’d like to connect more with you guys here! How are you? Also what would you like to see more of here? Can try to lean more content here towards what you guys are interested in.
While I will also be making paid content for my education platform Amit and I have been building, would you like it to be linked here when it’s available?
Right now I’m working on a material course f...
2025-05-04 09:21:41 +0000 UTC
View Post
Alright, so I finally got back to streaming after a break and felt a bit off my game, haha. I showed off this really useful normal map blending tool my friend created for Unreal. Then I jumped back into that Temple scene, which is still in progress, and started cleaning up some of the assets, like this pillar that needed a lot of work. I spent the rest of the time just adding more details, plan...
2025-04-28 05:48:18 +0000 UTC
View Post
I've been working on my editing and sound scape for my videos. This specific content is a recap from our recent discoveries in Substance Painter and Unreal Engine :)
This is going towards my material course quality. That course is maybe about halfway done for anyone wondering. If your curious about it react to this message and ill be able to understand / gauge interest.
Either way I...
2025-04-14 05:40:44 +0000 UTC
View Post
Expanding on the example mesh for the shader examples.
2025-04-02 10:00:06 +0000 UTC
View Post
More shader creation for future projects and courses
2025-03-26 11:00:01 +0000 UTC
View Post
Creating an example mesh to demo materials im making for a course.
2025-03-19 11:00:02 +0000 UTC
View Post
Polishing pass on our masks being used for the pillars.
2025-03-12 11:00:06 +0000 UTC
View Post
Finish recreating the pillar base to add more detail. Also worth noting that we look into baking maps inside of unreal engine. Really powerful future for unreal with features like that.
2025-03-05 11:00:02 +0000 UTC
View Post
Mid poly work to UVs to pushing it into substance painter to bake out some maps.
2025-02-26 11:00:05 +0000 UTC
View Post
We convert some of the high-poly meshess that were used for the trimsheet to be a modular kit for construction in the environment.
2025-02-19 11:00:11 +0000 UTC
View Post
Cleaning up and polish our materials and textures
2025-02-12 11:00:08 +0000 UTC
View Post
I mentioned I would put this up for you guys in the stream. Following it one to one doesn't make sense but should give you a guide in the direction in which to approach a scene.
You can go back and forward as needed but this gives you a 3 month target to aim for with an environment.
This also has a cadence chart for when to ask for feedback and when to show your mentor. They are ...
2025-02-08 09:20:54 +0000 UTC
View Post