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Премиум
  • Урок 1. 00:46:36
    Talk 1 3D Game Enviroment Art Jobs in China and Career Development (0. Modeng Talks Information About Enviroment Art)
  • Урок 2. 00:05:11
    Talk 2 Finding the Right Art Part 1 Who am I
  • Урок 3. 00:31:31
    Talk 2 Finding the Right Art Part 2 Realtime Enviroment Art Anylasis
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    Talk 2 Finding the Right Art Part 3 Choosing the Art for Recreation
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    Talk 3 What is Stylized Game Art Analysis From 4 Dimentions
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    1.1 Modeng Workflow Introduction (1. Modeng Workflow Steps of Stylized Game Environment Creation)
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    1.2 Step 1 to 5 concept choosing to Refined white box model
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    1.3 Step 6 and 7 Modular Model Planning and Making
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    1.4 Step 8 Texture Planning
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    1.5 Step 9 Texute Making
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    1.6 Step 10 How to Choose a Concept Art
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    1.7 Some Art Examples and Evaluating
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    1.8 How to Start
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    2.1 UE Foundation 1 Basic UE Kownledge (2. UE Fundamentals and Scene Layout)
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    2.2 UE Foundation 2 Folder Structure
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    2.3 Game scene LOD introduction
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    2.4 Game scene LOD setting
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    2.5 Object collision setting
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    2.6 UE Layout 1 White Box Construction
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    2.7 UE Layout 2 Level and directory setting
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    2.8 UE Layout 3 basic materials
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    2.9 UE Layout 4 camera and animation
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    2.10 UE Layout 5 lighting cameras and model import
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    3.1 Block Model 1 Buildings (3. Refined Block Model Creation - 3ds Max - UE-)
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    3.2 Block Model 2 Windows and Doors
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    3.3 Block Model 3 Structure Refine
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    3.4 Block Model 4 BP
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    3.5 Block Model 5 Other Components
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    3.6 Block Model 6 Other Buildings
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    3.7 Block Model 7 Terrain Creation
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    3.8 Block Model 8 Terrain Material
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    3.9 Block Model 9 Props
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    3.10 Block Model 10 Rocks
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    4.1 Texture planning rough plan Part 1 (4. Tilable and Trim Sheet Texture Planning)
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    4.2 Texture planning rough plan Part 2
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    4.3 Texture planning rough plan Part 3
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    4.4 Modular Lowpoly Model Making
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    4.5 Modular Lowpoly Model in Engine
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    5.1 ZBrush Essential Techniques (5. High-poly Model Creation - Zb and SP -)
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    5.2 ZB SP Workflow 1 Texture Plan and Wood Mid poly Model
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    5.3 ZB SP Workflow 2 Wood Sculpt Style and Scupting
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    5.4 ZB SP Workflow 3 Wood High poly Sculpting
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    5.5 ZB SP Workflow 4 Baking Texutres
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    5.6 ZB SP Workflow 5 SP Texture Making
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    5.7 ZB SP Workflow 6 SP Texture Output
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    5.8 ZB SP Workflow 7 Low poly Model UV 1
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    5.9 ZB SP Workflow 8 Low poly Model UV 2
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    6.1 SD Functions in Enviroment Creation Workflow (6. Substance Designer Essential Techniques)
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    6.2 SD basic output nodes setting
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    6.3 SD Commen Nodes 1 UI output blends bevel
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    6.4 SD Commen Nodes 2 wrap slope blur gradient nosie
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    6.5 SD Commen Nodes 3 Tile generator height blend
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    6.6 SD Commen Nodes 4 Flood fill color adjust
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    7.1 Reference Source For Brick Wall Material (7. Tilable Texture - SD - 1 Brick Wall)
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    7.2 Basic Brick Wall Material Creation
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    7.3 Detailed Brick Modeling Method 1
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    7.4 Refined Brick Modeling Method 2 And Summary
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    7.5 Reference and Brick Joint Effect
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    7.6 The Creation Method Of Mortar Layer
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    7.7 Separation Method 1 Of Paint and Mortar
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    7.8 Generate Colors And Fine Tune Borders
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    7.9 Separation Method 2 Of Paint and Mortar 1
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    7.10 Separation Method 2 Of Paint and Mortar 2
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    7.11 Color and Height Differences To Paint Layer
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    7.12 Adjust Damaged Areas Of Mortar Layer
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    7.13 Summarize of the 2 Separation Methods
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    7.14 Sd Detail Checking_ Dealing With The Edges
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    7.15 Artificially Fill In The Bright Color
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    7.16 Artificially Fill In Dark Colors And Shadows
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    7.17 Simply Adding Paint Detail And Export Textures
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    7.18 Simple Effects Of Toolbag
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    7.19 Toolbag_S Basic Lighting Method 1
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    7.20 Toolbag_S Basic Lighting Method 2
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    7.21 Observe and Modification in Toolbag and SD
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    7.22 Toolbag Rendering Test
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    7.23 Brush Effect Analysis And Ps Brushes Creation
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    7.24 Make Brush Effect Of Paint Layer
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    7.25 Enrich The Brush And Give It Height In Sd
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    7.26 Summerize Add Brush Effect To Brick Layer
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    7.27 Handle Changes Between Brick And Mortar Layers
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    7.28 The Color Of The Paint Layer Render And Analyze
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    7.29 Inter Layer Edge and Normal Map Issues
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    7.30 Export Three Sets Of Brick Wall Textures
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    7.31 Vertex Blend Material Method 1 In Unreal
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    7.32 Vertex Blend Material Method 2 In Unreal
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    7.33 Vertex Blend Materials In UE Architecture
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    7.34 Adjust The Edge Details Between Layers
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    7.35 Final Treatment Adding Cracks To The Surface
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    8.1 Roof Tile the Basic Shape (8. Tilable Texture - SD - 2 Roof Tile)
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    8.2 Roof Tile the Basic Color
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    8.3 Roof Tile Ajustments 1
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    8.4 Roof Tile Ajustments 2
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    8.5 Roof Tile Ajustments 3
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    8.6 Roof Tile Second Type
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    8.7 Roof Tile Moss Layer
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    8.8 Roof Tile on Model in UE
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    9.1 Grassland the Basic Shape 1 (9. Tilable Texture - SD - 3 Grass Land)
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    9.2 Grassland the Basic Shape 2
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    9.3 Grassland Adding Details
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    9.4 Grassland Tunning 1
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    9.5 Grassland Tunning 2
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    9.6 Grassland Tunning 3
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    9.7 Grassland in UE Terrain
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    10.1 Wood Plank Basic Shape 1 (10. Tilable Texture - SD - 4 Wood Planks)
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    10.2 Wood Plank Basic Shape 2
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    10.3 Wood Plank Basic Color
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    10.4 Wood Plank Adding Details 1
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    10.5 Wood Plank Adding Details 2
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    10.6 Wood Plank Adding Details 3
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    10.7 Wood Plank Adding Details 4
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    10.8 Wood Plank in UE
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    11.1 Ground the Basic Shape (11. Tilable Texture - SD - 5 Flagstone)
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    11.2 Ground the Basic Color
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    11.3 Ground Ajutsments 1
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    11.4 Ground Ajutsments 2
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    11.5 Ground Ajutsments 3
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    11.6 Ground Ajutsments 4
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    11.7 Ground Multi variations
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    11.8 Ground Final Touch and Render
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    12.1 Stone Highploy Carving Example (12. Rock Sculpting and Texturing)
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    12.2 Stone Lowpoly UV and Baking
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    12.3 Rock Highploy Carving
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    12.4 Rock Lowpoly UV and Baking
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    12.5 Rock Texture Making
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    12.6 Rock Detail Texture in UE
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    12.7 UE Material Function Basic
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    12.8 UE MF Blending
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    12.9 UE MF Displacement
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    12.10 UE MF Tarrein
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    13.1 Grass Reference Study (13. Small Plants Making - 3ds Max - and RVT)
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    13.2 Grass Modeling 1
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    13.3 Grass Modeling 2
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    13.4 Grass Highpoly in ZB
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    13.5 Grass Texture in SP
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    13.6 Grass Material in UE 1
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    13.7 Grass Material in UE 2
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    13.8 RVT in UE 1
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    13.9 RVT in UE 2
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    13.10 RVT Optimization and Cloud
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    14.1 Leaf Texture in SD (14. Trees and Shrub Making - SpeedTree -)
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    14.2 Trunk Texture in SD
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    14.3 Speedtree Fundamentals
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    14.4 Speedtree Various Trees
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    14.5 Vertex Color Transfer For Trees
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    14.6 Tree Material in UE
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    14.7 Speedtree Shrubs
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    14.8 Adding Shrubs to UE 1
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    14.9 Adding Shrubs to UE 2
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    14.10 Pine Tree Texture Making
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    14.11 Speedtree Pine Tree Making
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    14.12 The Final Touches in UE
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    15.1 World Creator UE Terrain Specs (15. Terrain Creation Sculpting and Texturing)
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    15.2 World Creator Terrain Making 1
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    15.3 World Creator Terrain Making 2
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    15.4 World Creator Texture Outputs
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    15.5 World Creator Snow and Rock
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    15.6 Terrain Material Making in UE
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    15.7 Terrain Ajustments 1
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    15.8 Terrain Ajustments 2
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    16.1 Rock ZB Improvement (16. Level Art and Scene Optimization)
  • Урок 161. 01:06:12
    16.2 Sky Clouds Rock Intergration
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    16.3 Scene Level Art Optimization 1
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    16.4 Scene Level Art Optimization 2
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    16.5 Scene Level Art Optimization 3
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    16.6 Scene Level Art Optimization 4
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    16.7 Scene Level Art Optimization 5
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    16.8 Adding Moss to Rock
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    16.9 Final Level Art
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    17.1 TOD Sunset 1 (17. Unreal Engine Lighting TOD)
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    17.2 TOD Sunset 2
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    17.3 TOD Evening 1
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    17.4 TOD Evening 2
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    17.5 TOD Day Night Ajustment
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    17.6 TOD Sunset Ajuestment
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    17.7 TOD Evening Ajustment 1
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    17.8 TOD Evening Ajustment 2
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    18.1 Outputs Overview (18. The Preperation of Final Presentation)
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    18.2 Still Image Outputs
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    18.3 Animation Rendering
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    18.4 Showcase Building Props Plants
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    18.5 Showcase Materials Terrain and Final Video