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Recreating Crimson Desert in Unreal Engine 5 (Project Files included)

Patreon: https://www.patreon.com/cw/HiddenEmpireGame

Discord: https://discord.gg/Dsq28Hy9bF

In this video, I recreate a section of Crimson Desert inside Unreal Engine, breaking down the full environment art pipeline from blockout to final render.

We’ll be using:

• Maya for clean modeling and efficient UV layout
• ZBrush for high-frequency sculpted detail
• Substance Painter for material definition and texture polish
• Unreal Engine for lighting, materials, and final look development

The focus of this breakdown is on:

• Tiled displacement workflows
• Trim sheet construction and reuse
• Clean UV layouts for maximum texel efficiency

Rather than relying on massive unique textures, we lean into smart material systems, reusable trim sheets, and displacement-driven detail to achieve high fidelity at scale — the same principles used in AAA production.

If you're an environment artist looking to improve your workflow, optimize your assets, and build scalable worlds inside Unreal Engine, this video is for you.

Timecode
00:00 - Intro
01:20 - Understanding the Process
03:20 - Scene Scale + BLO
05:30 - Bricks + Wall
12:30 - Testing
13:07 - Wall Texture
14:25 - TrimSheet
21:50 - Testing Trim
23:30 - Arch
27:30 - Pillars + Trim
38:30 - Upper Wall
40:00 - Door
49:10 - Outro

Видео Recreating Crimson Desert in Unreal Engine 5 (Project Files included) канала Dallas Drapeau
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