Welcome to "WoLD Insider" newsletter issue #9.
Every single "WoLD Insider" newsletter features level design and game environment art advice, tips, ideas, inspiration, links, resources and updates about World of Level Design. "WoLD Insider" is EXCLUSIVE to you as WoLD subscriber.
Following Issue #9 of "WoLD Insider" contains:
Unreal Engine 5 is finally out of preview and in production release. You can download it now through Epic Games Launcher. Time to level up!
Number ONE game prop you should model as a beginner is a wooden crate.
Number TWO game prop you should model is a wooden barrel.
In this 4-part tutorial series you will get access to the complete process pipeline from beginning to end from modeling, UVing, texturing and exporting/importing a game ready asset into UE4.
Software used:
Tutorial Series is 4-Parts:
FULL SERIES with Videos and Detailed Notes are here...
Liminal Spaces: means threshold. Space in the environment that leads to something new, something bigger and to a landmark. It is the space in-between.
"Being in a liminal space can be incredibly uncomfortable for most people."
Some examples:

There is even a SubReddit for Liminal Spaces.
Somehow turned off Light Attenuation Radius in UE4.
If you work a lot with UE4 BSP brushes and brush editing mode then you have to set up your own shortcut for saving pivot points on brushes.
Instead of Right-Clicking on the brush and choosing Pivot > Set as Pivot Offset. Go to Editor Preferences: Keyboard Shortcuts and search for pivot offset. Then enter a shortcut. Mine is Shift+P.
How to get UE4 Mannequin model into Maya or any other 3d software by exporting and import. I use this for reference scale to judge dimensions, scale and proportions of my environments and assets better.
Two ways you can speed up your modeling in Maya by using these two tips within your modeling process.
One is modeling a piece of geometry that will be repeated then UVing before duplicating. This way you only have to UV once piece of geometry and UVs will be already done.
Two is to use Instances. Sometimes you may not want to UV as you model. So instead use Instances duplicate by going to Edit > Duplicate Special and changing to Instance copies. This way you can UV one copy and it will propagate for every repeated instance copy of the mesh.

Hope you enjoyed this newsletter issue and check out some previous issues for more tips, links, advice and techniques.
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