Displaying an Image Sequence on a Plane in Unreal Engine

Most 3D apps have a concept of 2D planes that can show pre-rendered images and videos. They’re often called billboards, splats or simply image planes, they usually involve transparency and they’re a great way to conserve some rendering power. The principle is used with LODs as well, where usually the lowest LOD is a flat …

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How to install and use the Quixel Bridge with Blender

Quixel Megascans assets are a pure marvel of detail and flexibility. I’m having great fun using 3D meshes and surfaces in Unreal Engine 5 thanks to the fully integrated bridge. What you may not know is that the Quixel Bridge was designed as a stand-alone asset library, with true one-click export options to other running …

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Materials vs Material Instances in Unreal Engine

When we change a parameter directly on Material in Unreal Engine, you’ll notice that it takes a while for us to preview the effect. That’s because under the hood, UE has to compile our materials before they can be rendered, which is computationally expensive and creatively annoying. Thankfully EPIC have thought of a snazzy solution …

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Using the level’s Post Process Volume while rendering a camera in Unreal Engine

When you tweak effects through a global Post Process volume in Unreal Engine, and then render out one or multiple cameras, you may notice that the effects can look different in the render than they do when previewing or playing the project. That’s because Unreal Engine can coordinate work with multiple Post Process volumes, but …

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Making things float on water in Unreal Engine 5.1 and 5.2

I’ve seen a couple of good tutorials about how to make things float with the experimental built-in water plugin that came with Unreal Engine 5. Sadly these tips didn’t work in Unreal Engine 5.1 and 5.2 due to a bug that doesn’t install the relevant collision profile on the water body. This causes the floating …

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Creating HDRIs with Unreal Engine

Unreal Engine has a super easy way to render spherical cameras, whose outputs can be used as HDRIs in other applications, or even Unreal Engine itself. This is a great way to make use of the many EPIC freebies we’ve been collecting over the years, without having to know all that much about Unreal Engine …

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How to remove the Streaming Pool warning in Unreal Engine

Do you ever get tired of Unreal Engine screaming at you about the Texture Streaming Pool being over budget? I don’t even know what it means or why it doesn’t solve this automatically. Usually I just ignore it, or type DisableAllScreenMessages in the console and move on with my day. Thankfully there is a fix …

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Combining images in the Blender Compositor

Blender can combine images with its Compositor feature. Although I prefer to do use Photoshop for stills, the Compositor can be a great time saver for animations. Let’s see how we can combine a render with alpha channel and background image. I’ll use the cube with shadow catcher plane from my previous article, and the …

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Creating a Shadow Catcher in Blender (for Cycles and Eevee)

It used to be a major pain to setup a Shadow Catcher in older versions of Blender. Thankfully Cycles makes this a breeze today, but it’s still a little trickier in Eevee. Let’s take a look at both versions in this article. We’ll need two objects to illustrate this: a source object that casts a …

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How to scale a HDRI in Blender

Scaling a HDRI requires the same node setup as rotating a HDRI in Blender: You can scale on both other axis as well to expand the HDRI horizontally and vertically, but overall scale is achieved just with the Y axis.

How to disable Brush Cursor Ghosting in Hexagon

Hexagon has some nice sculpting tools built-in, but it’s impossible to see how they perform out of the box due to the brush preview that seems to get drawn hundreds of times in the process, obscuring our object (see above). Thankfully there’s an easy trick to disable this under Now you can use the inflate, …

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How to load a .blend file without messing up your UI

Blender has this helpful/annoying feature that any user interface customisations are stored with a file. This means that any window and workspace changes are saved with the .blend file, and this also means that if someone shares such a file with you, the UI may look completely different to what you’re used to. I’ve seen …

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Creating Normal Maps from sculpted details in ZBrush

In this article I’ll show you how to bake out a Normal Map from details that have been sculpted in ZBrush. We’ll use this map to apply the high-res details to an object in Daz Studio for this example, but it will work with any target application. Typically we have a low-ish resolution object that …

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How to use the Transpose Tool in ZBrush 2022

Transpose is an old-skool tool in ZBrush that can be used to pose characters and move parts of objects. It used to be insanely difficult to comprehend (like everything in ZBrush), but when used together with masking, what you can accomplish is quite remarkable. Blender has a similar tool called the Pose Brush, which is …

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How to create Polygroups from Material Zones in ZBrush

This has been puzzling me for a while: how do we tell ZBrush to create Polygroups if we import an OBJ that already has material zones? Turns out the Polygroups menu is not where we need to go to make that change. Instead, head over to Preferences – ImportExport and enable Import Mat as Groups. …

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How to package Unreal Engine 5 Projects for Distribution

UE5 has changed some of the menu options that let us package a project for distribution. In UE4 we could find these options under the File Menu, but they’re gone. We now have a brand new entry under the Platforms button at the top. Under Binary Configuration we can now conveniently pick shipping, debug or …

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Using a Save Game object in Unreal Engine

Storing values between game sessions can be done with the Save Game object in Unreal Engine. Much like with other objects, we create a custom subclass of it, give it variables that we want it to remember, then populate those before the game ends (and retrieve from it when our game begins). Let me show …

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Creating Brush Shortcuts in ZBrush

ZBrush has an overwhelming amount of brushes available, but many are just variations of things artists have created over time. Typically we don’t need to use more than a handful, and as such it might be useful to switch between them faster than using the default key sequences (like BST or BMV). Many users prefer …

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Abdullah’s Ice Cream Shop in the Desert

I’ve just tried ChatGPT for the first time and though I’d share its output with you. The prompt was “write a short story about an ice cream shop in the desert”, and what I got back was beyond my imagination. It simply blew me away, and that’s after a single use. I’ve added a Midjourney …

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How to get a reference to your Character’s Animation Blueprint in Unreal Engine

Sometimes it’s the simple things that catch you out, like quick references. Say you wanted to access a property on your animation blueprint for something you’re doing in your player character. I couldn’t remember how to do this, so I thought I’d best make a note of it. Here’s how we can do that: This …

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