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title: Creating a Detailed &amp; Vibrant Scene with Unreal Engine &amp;...
description: A detailed breakdown of the Sunset Garden environment art project by self-taught artist Karl Aldskogius, covering the full workflow from stone kit creation to...
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og:description: A detailed breakdown of the Sunset Garden environment art project by self-taught artist Karl Aldskogius, covering the full workflow from stone kit creation to...
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# Creating a Detailed & Vibrant Scene with Unreal Engine & Substance 3D

**[80 LEVEL](https://daily.dev/sources/80lv)** · 34 min read · 0 upvotes · 0 comments

## Summary

A detailed breakdown of the Sunset Garden environment art project by self-taught artist Karl Aldskogius, covering the full workflow from stone kit creation to final lighting. Key topics include: converting unique stone kits into tileables using ZBrush and Substance 3D Designer, RGB mask authoring in Substance 3D Painter, Unreal Engine shader setups (vertex-paintable moss, depth fade door shader, Kuwahara filter post-process, custom outline materials using Depth Stencils), wisteria creation in SpeedTree with art-directed primary roots and procedural tertiary branches, canopy normal transfer techniques, random leaf alpha via Houdini vertex color and FlipBook, VFX including god rays, wind sway, and animated birds, plus iterative lighting approaches.

## Full article

daily.dev links to this article rather than hosting it. Read it at the original source: <https://80.lv/articles/breakdown-creating-a-detailed-and-vibrant-scene-with-unreal-engine-and-substance-3d>

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---

Tags: [#game-design](https://daily.dev/tags/game-design), [#unreal-engine](https://daily.dev/tags/unreal-engine), [#substance-3d](https://daily.dev/tags/substance-3d)

[View this post on daily.dev](https://daily.dev/posts/creating-a-detailed-vibrant-scene-with-unreal-engine-substance-3d-lcnnftsjr)

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