Building the Art for What Remains of Edith Finch - Inside Unreal

Building the Art for What Remains of Edith Finch - Inside Unreal

Unreal Engine via YouTube Direct link

Cavity Maps

16 of 33

16 of 33

Cavity Maps

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Building the Art for What Remains of Edith Finch - Inside Unreal

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  1. 1 Intro
  2. 2 What Remains of Edith Finch Marketplace Collection
  3. 3 Breakdown of the talking points
  4. 4 Reasons for Unreal 4.10
  5. 5 Custom PlayArea Browser
  6. 6 Lighting Scenarios
  7. 7 Studio breakdown at the time of development
  8. 8 Bug Portraits
  9. 9 Book Assets
  10. 10 Lightmap Resolution mention
  11. 11 Level Streaming breakdown
  12. 12 Backtracking
  13. 13 Mollys Story Transition
  14. 14 Props
  15. 15 VHS prop breakdown
  16. 16 Cavity Maps
  17. 17 Low-Resolution Textures
  18. 18 Props Continuation
  19. 19 Production Pipeline
  20. 20 Ingame Shrines
  21. 21 Cat Clock & Reaching out to artists & teams
  22. 22 Changing day-night cycle & levels
  23. 23 Nightime breakdown
  24. 24 Distance meshes vs closer to camera meshes
  25. 25 Frame benefits of occlusion rendering vs loading and unloading
  26. 26 Light & light volumes
  27. 27 Swarm, builds & loading levels
  28. 28 Modular meshes
  29. 29 Workflow consistency
  30. 30 LODs
  31. 31 Q&A
  32. 32 Artist advice
  33. 33 Outro

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