Iri ShinsojSilent ZoneIn the soft glow coming from above, the room felt suspended in time. The man sat motionless in a metal chair…Jul 28Jul 28
Iri ShinsojThe Art of PerseveranceFew weeks ago I was ordering quite a big package of books. One of them was “Barking Up The Wrong Tree” which I decided to give a try, but…Dec 14, 2023Dec 14, 2023
Iri ShinsojTechnical Review: Lighting in Lords of the FallenI’m doing this study to learn and share the advantages, challenges and issues that arise from Unreal 5 new lighting tech and how to handle…Nov 7, 2023Nov 7, 2023
Iri ShinsojTechnical Review: Lumen and VSM in Immortals of AveumThis review is about Unreal 5 new lighting technology used in the game. I’m doing this study to understand how Lumen and Virtual…Oct 19, 20231Oct 19, 20231
Iri ShinsojLighting: Unreal 5 Features ReferenceIn this article I briefly go through the lighting features and provide a general idea of the target platforms and scalability levels where…Sep 7, 20233Sep 7, 20233
Iri ShinsojBlueprints: Keep it clean and tidyThis post covers general Blueprint graph organization, it doesn’t cover Functions and Events handling.Aug 17, 2023Aug 17, 2023
Iri ShinsojValidation: UE5 Custom View ModesCustom View Modes are extremely useful in Artists daily work.Jul 14, 2023Jul 14, 2023
Iri ShinsojLighting: Lumen/Baked switch checklistI often need to swap different lighting workflows back and forth to compare visuals and performance, here’s a checklist to help with that…Jul 14, 2023Jul 14, 2023
Iri ShinsojLighting: Exposure and ContrastEven though I’m working with Unreal Engine 5 here, most of the things apply to PBR \ PBL workflow in general in any engine.Jul 14, 20231Jul 14, 20231