A guide on optimizing 3D models, materials, textures, lighting, and rendering for VR architectural visualization using Unreal Engine and deploying on Meta Quest.
![Portal Effect](https://thegabmeister.com/wp-content/uploads/2021/06/PortalEffect_Featured-1.jpg)
Portal Transition Effect using Level Streaming
Portal transition effect between levels using level streaming. Inspired by Ratchet & Clank: Rift Apart. Featured in 80 Level.
![unity-unreal](https://thegabmeister.com/wp-content/uploads/2021/01/FeaturedImage-1.jpg)
Recommended Unity / Unreal Dev YouTube Channels
A list of Unity and Unreal YouTube channels that discuss intermediate-advanced topics often not covered by other more popular channels.
![Circuits and Shields](https://thegabmeister.com/wp-content/uploads/2020/08/Thumbnail.jpg)
Circuits & Shields – Graphics Optimization
I worked on Circuits & Shields, a UE4 MOBA game, as a freelance Developer in charge of environment optimization to achieve target frame rate.
![](https://thegabmeister.com/wp-content/uploads/2020/06/PalmTreeForest.jpg)
Palm Tree Forest (Work-in-Progress)
Work-in-progress. Currently studying the Procedural Foliage tool and Volumetric Fog. Still need to add some variation on the trees.
![](https://thegabmeister.com/wp-content/uploads/2020/04/Thumbnail-RAW.jpg)
Materialize Effect – Unreal Engine
Had some time to study some shader effects. I used BoxMasking and Blueprints to control the opacity of the material based on certain parameters. The environment and the car were created by UE4Arch.com.
![Ultraball Featured Image](https://thegabmeister.com/wp-content/uploads/2021/07/Ultraball_FeaturedImage.jpg)
Ultraball – 3D Environment Art
I worked as a freelance 3D Environment Artist on during the early stages of Ultraball, a multiplayer sci-fi Rugby game.
![](https://thegabmeister.com/wp-content/uploads/2019/10/TheGabmeister-Aincrad-01.jpg)
Aincrad (Sword Art Online) – Unreal Engine
My attempt to create the floating castle of Aincrad from Sword Art Online in Unreal Engine. The clouds were created using a combination of TrueSky plugin and cloud cards.
![](https://thegabmeister.com/wp-content/uploads/2019/08/TheGabmeister-NewEarth-Featured.jpg)
New Earth – Unreal Engine
A space habitat interior room I created in UE4 based on a concept by Tom Schreurs. My goal was to improve my lighting setup and material creation in UE4.
![](https://thegabmeister.com/wp-content/uploads/2019/07/Dubai-final.jpg)
Dubai – A Study on Volumetric Clouds
A study on creating volumetric clouds in Unreal Engine. I was really fascinated by the weather phenomenon in Dubai. I used TrueSky plugin to simulate the fog. The skyscraper models came from a library of 3D buildings available ontline.
![](https://thegabmeister.com/wp-content/uploads/2019/06/TheGabmeister-HoloEarth-01.jpg)
Earth Hologram – Unreal Engine
A quick study on materials and shaders in Unreal Engine. Based on a workflow by Richard Rude. Featured in 80 Level.
![](https://thegabmeister.com/wp-content/uploads/2019/05/Sector-1-Final.jpg)
Sector 1 – Unreal Engine
Sector 1, a sci-fi passage in Unreal Engine based on a concept by Pene Menn. Textured in Substance Painter. Creating this scene was a great opportunity to my workflow on sci-fi scene creation.
![](https://thegabmeister.com/wp-content/uploads/2019/03/Sci-Fi-Control-Panel-Featured.jpg)
Sci-Fi Control Panel – Substance Designer
Sci-Fi Control Panel based on a concept by Jeremy Love. Created entirely in Substance Designer. Rendered in Marmoset Toolbag.
![](https://thegabmeister.com/wp-content/uploads/2021/05/TheGabmeister-WhiteTower-Featured.jpg)
White Tower – Unreal Engine
A fantasy castle I created in Unreal Engine based on a concept by SnowSkadi. My was to learn how to use the fog system. Featured in 80 Level.