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Recreating the Visuals of CLAIR OBSCUR: EXPEDITION 33 in Unreal Engine 5
My cousin recently gave me Clair Obscur: Expedition 33 as a gift, and I was completely fascinated by it. The creativity of the Sandfall team is admirable, and the fact that it is built entirely in Unreal Engine 5 motivated me even more to try to create an environment in their universe.
In this project, the fundamental aspects I worked on were: Composition, Environment, PBL Lighting, Megascans, VFX, Scene Animation, ACES Profile, and Post-Production of the raw material.
The inspiration came from taking screenshots of the game. I was particularly interested in “Visages,” a part of the game where the lighting of the stage takes on all the importance of the scene.
I started with very basic blocking of what I had in mind and completed it with Megascans, Megaplans, and free and paid assets from FAB. I retouched the textures to achieve the colors, brightness, and saturation I wanted. I always check in Unlit mode that everything is relatively even in terms of color/saturation to maintain consistency in the scene. For the portal, I decided to add a lot of VFX. I generated a “Heat” type material but blurred the edges and affected the normals to break up the square shape of the plane so that it wouldn't be noticeable. The interior of the portal is a very fun illusion called Parallax. This technique has limitations that forced me to explore resources to achieve these results. I also created some materials in Substance Painter and imported them into Unreal.
Special attention was paid to optimizing the lighting to make the scene light, so I created a hybrid of static lights with dynamic shadows. Textures are a key aspect, and all megascans were limited to 2K, as this is more than enough quality for the environment. I also took optimization for the render.
Tell me in the comments if you would like to see some tutorial on this!
Full project:
https://www.artstation.com/artwork/lG23za
Видео Recreating the Visuals of CLAIR OBSCUR: EXPEDITION 33 in Unreal Engine 5 канала Gabriel Londonio
In this project, the fundamental aspects I worked on were: Composition, Environment, PBL Lighting, Megascans, VFX, Scene Animation, ACES Profile, and Post-Production of the raw material.
The inspiration came from taking screenshots of the game. I was particularly interested in “Visages,” a part of the game where the lighting of the stage takes on all the importance of the scene.
I started with very basic blocking of what I had in mind and completed it with Megascans, Megaplans, and free and paid assets from FAB. I retouched the textures to achieve the colors, brightness, and saturation I wanted. I always check in Unlit mode that everything is relatively even in terms of color/saturation to maintain consistency in the scene. For the portal, I decided to add a lot of VFX. I generated a “Heat” type material but blurred the edges and affected the normals to break up the square shape of the plane so that it wouldn't be noticeable. The interior of the portal is a very fun illusion called Parallax. This technique has limitations that forced me to explore resources to achieve these results. I also created some materials in Substance Painter and imported them into Unreal.
Special attention was paid to optimizing the lighting to make the scene light, so I created a hybrid of static lights with dynamic shadows. Textures are a key aspect, and all megascans were limited to 2K, as this is more than enough quality for the environment. I also took optimization for the render.
Tell me in the comments if you would like to see some tutorial on this!
Full project:
https://www.artstation.com/artwork/lG23za
Видео Recreating the Visuals of CLAIR OBSCUR: EXPEDITION 33 in Unreal Engine 5 канала Gabriel Londonio
Unreal Engine 4 Unreal Engine Cinematics UE4 4.26 UE5 Realtime realtime rendering rendering CGI 3D 3D Artist UE4 Unreal Engine 5 lighting lighting for beginners lightning cinematic Karim Abou Shousha كريم ابو شوشة أنريل إنجن ثري دي انريل انجن 4 game engine صناعة لعبة انريل انجن unreal engine 5 Lighting Artist lighting artist
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16 марта 2026 г. 20:00:46
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