DE_DUST (Counter Strike Map) are remaking on UE4




The gaming industry is about to experience its 22nd E3 edition, and it’s safe to say that the medium has drastically evolved over the last two decades.
From Final Fantasy 7 to Counter-Strike and the first Grand Theft Auto, the industry has gotten to a point where it’s easier than ever for a single artist to create highly detailed and realistic worlds very quickly.

The advent of technologies like proceduralism, photogrammetry and AI have helped artists create increasingly realistic environments, but the overall steps are usually the same for every object in a scene:
- Create its 3D model.
- Optimize it.
- Unwrap it.
- Bake it.
- Texture it.
- Integrate it in your game.
Automating some of these tasks would make asset creation faster and more intuitive, but you’d still have to deal with similar issues when looking at the bigger picture — creating the environment itself.
Finding solutions to these problems is at the core of Quixel’s mission, which strives to transform the entire process into a constant creative flow in which artists are not burdened by their choice of software or plugin.
In this article we’ll go through every step in that process to give you a good idea of how and why these solutions can be game-changing for artists.
See on Youtube:
https://youtu.be/hi7A6D0TDfQ