• واش راكم يا أصدقاء؟ عندي ليكم خبر زين حول "Bosque House" فهاد المقال!

    هاذ البيت مكانو في Fazenda Boa Vista، مكان رائع في البادية ديال ساو باولو، وين الأشجار الكبيرة والمجسمة تتوسط المساحة الشاسعة. المنظر يبان رقيق، بصح كي تفكر في المساحة كاملة، تحس كأنو عالم آخر!

    بصراحة، كاين حاجة سحرية في الطبيعة، كل ما نشوف هاد المشاريع نحس بالهدوء والراحة. كي نكون وسط الأشجار، كأن الي نعيشو فيه فقط لحظات دافئة ومليئة بالطاقة الإيجابية.

    إذا كنت تحب الطبيعة والجمال، تقدر تفكر في كيفاش ممكن تقلد هاذي الأفكار في حياتك اليومية.

    رابط المقال: https://www.archdaily.com/1033146/bosque-house-fgmf

    #طبيعة #Architecture #Inspiration #الهدوء #BosqueHouse
    🌳 واش راكم يا أصدقاء؟ عندي ليكم خبر زين حول "Bosque House" فهاد المقال! هاذ البيت مكانو في Fazenda Boa Vista، مكان رائع في البادية ديال ساو باولو، وين الأشجار الكبيرة والمجسمة تتوسط المساحة الشاسعة. المنظر يبان رقيق، بصح كي تفكر في المساحة كاملة، تحس كأنو عالم آخر! بصراحة، كاين حاجة سحرية في الطبيعة، كل ما نشوف هاد المشاريع نحس بالهدوء والراحة. كي نكون وسط الأشجار، كأن الي نعيشو فيه فقط لحظات دافئة ومليئة بالطاقة الإيجابية. إذا كنت تحب الطبيعة والجمال، تقدر تفكر في كيفاش ممكن تقلد هاذي الأفكار في حياتك اليومية. رابط المقال: https://www.archdaily.com/1033146/bosque-house-fgmf #طبيعة #Architecture #Inspiration #الهدوء #BosqueHouse
    www.archdaily.com
    Adult and sculptural trees fill the central portion of this 14,000 m² plot of land in the Fazenda Boa Vista condominium, in the countryside of São Paulo. The drop, which at first glance is delicate, assumes important proportions
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  • كيفاش راكم يا أحباب! اليوم حبيت نشارك معاكم موضوع غريب وشيق في نفس الوقت.

    المقال الجديد يتكلم على "30 Best Architecture and Design Firms in South Korea"، وين نكتشفو كيفاش المعماريين الكوريين يبتكرو في تصميم المباني بأشكال مثيرة تدهش العقل، خاصة مع الاعتماد على الـ "swooping curves". وش رايكم، هل تظنوا أن هاد التصاميم راح تكون مستقبل العمارة في العالم؟

    شخصيا، أنا شغوف بالعمارة والتصميم، وكلما شفت تصميم جديد، نحس روحنا نعيشو في عالم مختلف! إنتو كيفاش تتصوروا العمارة الحديثة؟

    خليو بالكم، العمارة مش غير فن، بل تعبير عن الابتكار والثقافة.

    https://architizer.com/blog/inspiration/collections/best-architecture-firms-in-south-korea/
    #عمارة #Design #Architecture #كوريا #Innovation
    🎉 كيفاش راكم يا أحباب! اليوم حبيت نشارك معاكم موضوع غريب وشيق في نفس الوقت. المقال الجديد يتكلم على "30 Best Architecture and Design Firms in South Korea"، وين نكتشفو كيفاش المعماريين الكوريين يبتكرو في تصميم المباني بأشكال مثيرة تدهش العقل، خاصة مع الاعتماد على الـ "swooping curves". وش رايكم، هل تظنوا أن هاد التصاميم راح تكون مستقبل العمارة في العالم؟ شخصيا، أنا شغوف بالعمارة والتصميم، وكلما شفت تصميم جديد، نحس روحنا نعيشو في عالم مختلف! إنتو كيفاش تتصوروا العمارة الحديثة؟ خليو بالكم، العمارة مش غير فن، بل تعبير عن الابتكار والثقافة. https://architizer.com/blog/inspiration/collections/best-architecture-firms-in-south-korea/ #عمارة #Design #Architecture #كوريا #Innovation
    architizer.com
    Swooping curves are just one of the ways that South Korea's best architecture firms are pushing the envelope in design. The post 30 Best Architecture and Design Firms in South Korea appeared first on Journal.
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  • Designing Atmospheric WWI Plane Crash Scene In Abandoned German Asylum

    IntroductionHi everyone, I'm Leandro Grasso, a 3D Environment Artist from Sicily. My journey into 3D art began after the COVID period, sparked by my passion for landscape photography. Recently, I completed a mentorship with Jeremy Cerisy, during which I significantly improved my environment creation skills. I learned a lot and was able to apply that knowledge to my most recent project. As a freelance artist, I've contributed to a couple of NDA projects, and I'm currently working on an environment for an indie video game scheduled for release later this year. PlanningUnder the direction of my mentor, I scouted for real-life locations and imagined how they could be interpreted for a video game environment, rather than starting from a concept. My main goal was to improve my skills in creating destroyed environments, learning how to handle damaged walls, cracked pavements, and abandoned objects.So, I decided to create an old abandoned asylum in Germany and added a crashed World War I aircraft to introduce new challenges and storytelling opportunities. Through this combination, I aimed to study destruction while also suggesting a narrative about what might have happened at the site after the crash. Below, you can see some of the references I used for the asylum and how I planned it. Blockout & CompositionI started with a simple blockout in Unreal Engine 5. While building the blockout, I frequently used the mannequin to ensure proper proportions. Once the basic layout was in place, I placed several cameras to find the best compositions and give the environment the right sense of depth, especially considering the limited space available for movement.After that, I exported the entire blockout to Blender and began dividing it into different pieces to plan out the modules and props. I was able to properly plan these elements after creating an advanced blockout, where I also applied some basic textures to see how the environment reacted to different colors and materials.Asset Production WorkflowOnce the blockout was complete, I started modeling the modular pieces based on the needs of the environment. I created modules of various sizes, ranging from 1 to 4 meters, for the main elements like simple walls. For more complex parts, such as the stair walls, I took a different approach and created larger, non-repeating modules.Speaking of modules, I want to highlight the destroyed wall caused by the aircraft crash. I used a Boolean operation to cut out the damaged section of the wall and the wood. After that, I created individual bricks and placed them along the broken edges to add more realism and detail. Connected to that wall, the modular stairs I created were designed to fit the ideal layout of a game level. To maintain the correct proportions, I used the default stairs in Unreal as a reference and then modeled them in Blender.As for the railing, to save time, I first broke it down into main components and created instances of those pieces. Once the entire railing was modeled and the UVs were ready, I made the instances real so I could unwrap all the pieces in one go. After unwrapping, I moved the UV islands randomly to introduce variation during the texturing phase.For the vegetation, I used assets from Quixel Megascans. Since the pack didn’t include vertical vegetation, I sourced a different ivy asset that contained vertical elements. I removed the leaves and kept only the branches.Then, using a particle system, I added the correct leaves onto the vertical branches, scattering them only at the tips by using a vertex group. Here are the vertical assets I created, with a small detail asset shown in the top left.Regarding the assets, I didn't use high-to-low poly baking in this project. Instead, I modeled everything in mid-poly to save time while still maintaining good visual quality.One of the biggest challenges was modeling the destroyed World War I aircraft. As a junior artist, it was my first time working on a damaged vehicle. I began by modeling the aircraft fully intact and then manually destroyed it piece by piece to achieve a more realistic and intentional look. To guide me through the process, I looked to industry professionals for inspiration. I found some amazing vehicle models by Pavlo Panchenko for S.T.A.L.K.E.R. 2: Heart of Chornobyl on ArtStation. Being able to study his work helped me a lot, not just technically, but also in defining the artistic direction for my own piece.Last but not least, I wanted to talk about the broken glass pieces I created. I made them in ZBrush, starting with a random image of broken glass I found on Google. I brought the image into Photoshop, converted it to black and white, and increased the contrast to make the cracks more visible.Then, I imported the image into ZBrush, subdivided a plane several times, and used the image as a mask. I hid the unnecessary parts and deleted them, keeping only the masked glass shapes. After that, I decimated the mesh to reach an acceptable polycount, imported it into Blender, and created the UVs. All UVs were unwrapped in Blender. I used Texel Density Checker to set a texel density of 512 px/m with a texture size of 2048. For this project, I used three UV channels: the first for the RGB mask, the second for tileable textures, to maintain high quality during the texturing phase, and the third for additional normal maps where needed. This setup allowed me to reuse the same textures, such as metal, rust, and wood, across both modules and assets. I also used RGB masks for the assets, so the UV islands were specifically packed into that channel.TexturingFor the texturing, I wanted to experiment with a workflow I hadn't tried before. The entire project was textured using Vertex Painting, RGB Masks, and tileable textures. I didn't use any unique baked textures.Tilable textures allowed me to maintain high quality even on large modules and props. Vertex Painting was used to add variation across surfaces, while RGB Masks provided additional layers of variation, especially on props. I also used decals and normal edge decals to add extra detail and break up the surfaces further.Below, you can see my master material setup, which includes Parallax, Vertex Color blending with a HeightLerp node, and RGB Mask blending using a simple Lerp node. All the textures used in my environment were sourced from Quixel Megascans, except for two tileable textures that I created specifically for this project. I made these two textures from scratch in Substance 3D Designer.I'd like to talk about my stained glass and explain how I achieved the final result. First, I took a photo of a real stained glass window from the actual location. Using the Warp tool in Photoshop, I straightened the image and then exported it.Next, I imported it into Blender and began modeling the metal framework that separates the glass pieces. Once that was complete, I rendered the shape in orthographic view with a black background and a white emissive material applied to the metal. I then cleaned up the render in Photoshop and brought it into Substance 3D Designer, where I used it as a mask to create the final stained glass texture. Once my textures were ready, I used a pre-made master material from the Advanced Glass Material Pack, free on FAB, and customized it to suit the needs of my stained glass.For the normal edge decals, I improved my workflow compared to my previous project by sculpting four different corner variations. Once the sculpts were complete, I imported them separately and baked them in Substance 3D Painter to avoid halos on the edges of the bakes. This approach allowed me to skip any cleanup in Photoshop. I only used Photoshop to combine all the baked corners into a single normal texture, as shown below. Last but not least, I'm really happy with how this decal turned out in the project. When I saw it in the main reference, I immediately knew I wanted to include it in my environment.I imported the reference image into Photoshop, straightened it using the Warp tool, and used the Clone  Stamp and Content-Aware Fill to fix some damaged areas. Then, I took a screenshot of the wall in Unreal Engine with only the albedo visualization enabled, and used it in Photoshop as the base layer for the mural. I tweaked the blending modes to extract imperfections from the albedo texture and created a custom mask with brush strokes to blend the mural naturally into the wall. This is the result. CompositionWhen it comes to composition, my background in photography helped me a lot with setting up cameras. I defined a few key shots early on and added more as the environment progressed and came together. Since I was working on an indoor scene, I chose to use a wide-angle lens to capture more of the space, and also included a zoomed-in shot, like the one of the wheelchair, to create a stronger sense of depth.To support the composition, I scattered various details throughout the environment, such as debris, papers,  small pieces of glass, and other elements to enhance storytelling and realism.LightingFor the lighting, I used an add-on for Unreal Engine called Ultra Dynamic Sky to give the scene a natural base lighting pass. After that, I added Rectlights to emphasize certain areas of the environment, slightly tweaking their indirect lighting bounces.I also placed some ivy in front of the spotlights to fake subtle shadow patterns and add more visual interest. For color grading, I used a LUT. I first rendered a single frame and imported it into DaVinci Resolve, where I applied a LUT I liked. Once I was happy with the result, I copied the settings to the RGBTable16x1 texture, which starts with a neutral look by default. For the final render, I exported the project in EXR format using PIZ Multilayer compression, with Spatial Sample Count set to 1 and Temporal Sample Count set to 64. I also used a Warm Up Count of 120 for both the Render and Engine to ensure the exposure was correctly stabilized from the beginning of the render. Additionally, I applied several console variables to improve the final image quality. ConclusionAnd here we are at the end. This project was one of my portfolio pieces developed under the mentorship of Jeremy Cerisy, who helped me a lot with his feedback and really opened my mind to how to approach level and environment creation. It took me about three and a half months to complete.Even though I aimed to work more efficiently on this environment, I still lost a lot of time at the beginning, mainly because I wasn’t sure which workflow to use for texturing, what I needed to create from scratch, and what I could reuse across the scene. In the end, it became a learning-by-doing process, constantly planning and adapting as I added new techniques I was picking up along the way. One thing I really enjoyed was understanding the connection between level design and environment art, it's fascinating to create a space that not only looks good but also serves gameplay. I learned a lot from this project, but one of the most valuable lessons was this: don't waste too much time on tiny details players will never notice, instead, focus on the overall composition and visual impact, especially from the player's point of view.My advice to anyone starting out in environment art is to stay organized in every phase, especially when it comes to setting personal deadlines. Otherwise, there’s a real risk of dragging the project out much longer than necessary. As a junior artist, I know how tough the industry can feel, especially with all the layoffs in recent months, but don't lose faith. That moment when you get hired will come, as long as you keep putting in the effort and continue creating.Lastly, I want to thank my mentor, Jeremy Cerisy, for guiding me through this project with his invaluable feedback. A special thanks also goes to Alberto Casu, Alex Gallucci, and Andrea Siviero for their extra feedback during my spare time. And finally, thank you to everyone who made it this far and showed interest in my project!Leandro Grasso, 3D Environment ArtistInterview conducted by Emma Collins
    #designing #atmospheric #wwi #plane #crash
    Designing Atmospheric WWI Plane Crash Scene In Abandoned German Asylum
    IntroductionHi everyone, I'm Leandro Grasso, a 3D Environment Artist from Sicily. My journey into 3D art began after the COVID period, sparked by my passion for landscape photography. Recently, I completed a mentorship with Jeremy Cerisy, during which I significantly improved my environment creation skills. I learned a lot and was able to apply that knowledge to my most recent project. As a freelance artist, I've contributed to a couple of NDA projects, and I'm currently working on an environment for an indie video game scheduled for release later this year. PlanningUnder the direction of my mentor, I scouted for real-life locations and imagined how they could be interpreted for a video game environment, rather than starting from a concept. My main goal was to improve my skills in creating destroyed environments, learning how to handle damaged walls, cracked pavements, and abandoned objects.So, I decided to create an old abandoned asylum in Germany and added a crashed World War I aircraft to introduce new challenges and storytelling opportunities. Through this combination, I aimed to study destruction while also suggesting a narrative about what might have happened at the site after the crash. Below, you can see some of the references I used for the asylum and how I planned it. Blockout & CompositionI started with a simple blockout in Unreal Engine 5. While building the blockout, I frequently used the mannequin to ensure proper proportions. Once the basic layout was in place, I placed several cameras to find the best compositions and give the environment the right sense of depth, especially considering the limited space available for movement.After that, I exported the entire blockout to Blender and began dividing it into different pieces to plan out the modules and props. I was able to properly plan these elements after creating an advanced blockout, where I also applied some basic textures to see how the environment reacted to different colors and materials.Asset Production WorkflowOnce the blockout was complete, I started modeling the modular pieces based on the needs of the environment. I created modules of various sizes, ranging from 1 to 4 meters, for the main elements like simple walls. For more complex parts, such as the stair walls, I took a different approach and created larger, non-repeating modules.Speaking of modules, I want to highlight the destroyed wall caused by the aircraft crash. I used a Boolean operation to cut out the damaged section of the wall and the wood. After that, I created individual bricks and placed them along the broken edges to add more realism and detail. Connected to that wall, the modular stairs I created were designed to fit the ideal layout of a game level. To maintain the correct proportions, I used the default stairs in Unreal as a reference and then modeled them in Blender.As for the railing, to save time, I first broke it down into main components and created instances of those pieces. Once the entire railing was modeled and the UVs were ready, I made the instances real so I could unwrap all the pieces in one go. After unwrapping, I moved the UV islands randomly to introduce variation during the texturing phase.For the vegetation, I used assets from Quixel Megascans. Since the pack didn’t include vertical vegetation, I sourced a different ivy asset that contained vertical elements. I removed the leaves and kept only the branches.Then, using a particle system, I added the correct leaves onto the vertical branches, scattering them only at the tips by using a vertex group. Here are the vertical assets I created, with a small detail asset shown in the top left.Regarding the assets, I didn't use high-to-low poly baking in this project. Instead, I modeled everything in mid-poly to save time while still maintaining good visual quality.One of the biggest challenges was modeling the destroyed World War I aircraft. As a junior artist, it was my first time working on a damaged vehicle. I began by modeling the aircraft fully intact and then manually destroyed it piece by piece to achieve a more realistic and intentional look. To guide me through the process, I looked to industry professionals for inspiration. I found some amazing vehicle models by Pavlo Panchenko for S.T.A.L.K.E.R. 2: Heart of Chornobyl on ArtStation. Being able to study his work helped me a lot, not just technically, but also in defining the artistic direction for my own piece.Last but not least, I wanted to talk about the broken glass pieces I created. I made them in ZBrush, starting with a random image of broken glass I found on Google. I brought the image into Photoshop, converted it to black and white, and increased the contrast to make the cracks more visible.Then, I imported the image into ZBrush, subdivided a plane several times, and used the image as a mask. I hid the unnecessary parts and deleted them, keeping only the masked glass shapes. After that, I decimated the mesh to reach an acceptable polycount, imported it into Blender, and created the UVs. All UVs were unwrapped in Blender. I used Texel Density Checker to set a texel density of 512 px/m with a texture size of 2048. For this project, I used three UV channels: the first for the RGB mask, the second for tileable textures, to maintain high quality during the texturing phase, and the third for additional normal maps where needed. This setup allowed me to reuse the same textures, such as metal, rust, and wood, across both modules and assets. I also used RGB masks for the assets, so the UV islands were specifically packed into that channel.TexturingFor the texturing, I wanted to experiment with a workflow I hadn't tried before. The entire project was textured using Vertex Painting, RGB Masks, and tileable textures. I didn't use any unique baked textures.Tilable textures allowed me to maintain high quality even on large modules and props. Vertex Painting was used to add variation across surfaces, while RGB Masks provided additional layers of variation, especially on props. I also used decals and normal edge decals to add extra detail and break up the surfaces further.Below, you can see my master material setup, which includes Parallax, Vertex Color blending with a HeightLerp node, and RGB Mask blending using a simple Lerp node. All the textures used in my environment were sourced from Quixel Megascans, except for two tileable textures that I created specifically for this project. I made these two textures from scratch in Substance 3D Designer.I'd like to talk about my stained glass and explain how I achieved the final result. First, I took a photo of a real stained glass window from the actual location. Using the Warp tool in Photoshop, I straightened the image and then exported it.Next, I imported it into Blender and began modeling the metal framework that separates the glass pieces. Once that was complete, I rendered the shape in orthographic view with a black background and a white emissive material applied to the metal. I then cleaned up the render in Photoshop and brought it into Substance 3D Designer, where I used it as a mask to create the final stained glass texture. Once my textures were ready, I used a pre-made master material from the Advanced Glass Material Pack, free on FAB, and customized it to suit the needs of my stained glass.For the normal edge decals, I improved my workflow compared to my previous project by sculpting four different corner variations. Once the sculpts were complete, I imported them separately and baked them in Substance 3D Painter to avoid halos on the edges of the bakes. This approach allowed me to skip any cleanup in Photoshop. I only used Photoshop to combine all the baked corners into a single normal texture, as shown below. Last but not least, I'm really happy with how this decal turned out in the project. When I saw it in the main reference, I immediately knew I wanted to include it in my environment.I imported the reference image into Photoshop, straightened it using the Warp tool, and used the Clone  Stamp and Content-Aware Fill to fix some damaged areas. Then, I took a screenshot of the wall in Unreal Engine with only the albedo visualization enabled, and used it in Photoshop as the base layer for the mural. I tweaked the blending modes to extract imperfections from the albedo texture and created a custom mask with brush strokes to blend the mural naturally into the wall. This is the result. CompositionWhen it comes to composition, my background in photography helped me a lot with setting up cameras. I defined a few key shots early on and added more as the environment progressed and came together. Since I was working on an indoor scene, I chose to use a wide-angle lens to capture more of the space, and also included a zoomed-in shot, like the one of the wheelchair, to create a stronger sense of depth.To support the composition, I scattered various details throughout the environment, such as debris, papers,  small pieces of glass, and other elements to enhance storytelling and realism.LightingFor the lighting, I used an add-on for Unreal Engine called Ultra Dynamic Sky to give the scene a natural base lighting pass. After that, I added Rectlights to emphasize certain areas of the environment, slightly tweaking their indirect lighting bounces.I also placed some ivy in front of the spotlights to fake subtle shadow patterns and add more visual interest. For color grading, I used a LUT. I first rendered a single frame and imported it into DaVinci Resolve, where I applied a LUT I liked. Once I was happy with the result, I copied the settings to the RGBTable16x1 texture, which starts with a neutral look by default. For the final render, I exported the project in EXR format using PIZ Multilayer compression, with Spatial Sample Count set to 1 and Temporal Sample Count set to 64. I also used a Warm Up Count of 120 for both the Render and Engine to ensure the exposure was correctly stabilized from the beginning of the render. Additionally, I applied several console variables to improve the final image quality. ConclusionAnd here we are at the end. This project was one of my portfolio pieces developed under the mentorship of Jeremy Cerisy, who helped me a lot with his feedback and really opened my mind to how to approach level and environment creation. It took me about three and a half months to complete.Even though I aimed to work more efficiently on this environment, I still lost a lot of time at the beginning, mainly because I wasn’t sure which workflow to use for texturing, what I needed to create from scratch, and what I could reuse across the scene. In the end, it became a learning-by-doing process, constantly planning and adapting as I added new techniques I was picking up along the way. One thing I really enjoyed was understanding the connection between level design and environment art, it's fascinating to create a space that not only looks good but also serves gameplay. I learned a lot from this project, but one of the most valuable lessons was this: don't waste too much time on tiny details players will never notice, instead, focus on the overall composition and visual impact, especially from the player's point of view.My advice to anyone starting out in environment art is to stay organized in every phase, especially when it comes to setting personal deadlines. Otherwise, there’s a real risk of dragging the project out much longer than necessary. As a junior artist, I know how tough the industry can feel, especially with all the layoffs in recent months, but don't lose faith. That moment when you get hired will come, as long as you keep putting in the effort and continue creating.Lastly, I want to thank my mentor, Jeremy Cerisy, for guiding me through this project with his invaluable feedback. A special thanks also goes to Alberto Casu, Alex Gallucci, and Andrea Siviero for their extra feedback during my spare time. And finally, thank you to everyone who made it this far and showed interest in my project!Leandro Grasso, 3D Environment ArtistInterview conducted by Emma Collins #designing #atmospheric #wwi #plane #crash
    Designing Atmospheric WWI Plane Crash Scene In Abandoned German Asylum
    80.lv
    IntroductionHi everyone, I'm Leandro Grasso, a 3D Environment Artist from Sicily. My journey into 3D art began after the COVID period, sparked by my passion for landscape photography. Recently, I completed a mentorship with Jeremy Cerisy, during which I significantly improved my environment creation skills. I learned a lot and was able to apply that knowledge to my most recent project. As a freelance artist, I've contributed to a couple of NDA projects, and I'm currently working on an environment for an indie video game scheduled for release later this year. PlanningUnder the direction of my mentor, I scouted for real-life locations and imagined how they could be interpreted for a video game environment, rather than starting from a concept. My main goal was to improve my skills in creating destroyed environments, learning how to handle damaged walls, cracked pavements, and abandoned objects.So, I decided to create an old abandoned asylum in Germany and added a crashed World War I aircraft to introduce new challenges and storytelling opportunities. Through this combination, I aimed to study destruction while also suggesting a narrative about what might have happened at the site after the crash. Below, you can see some of the references I used for the asylum and how I planned it. Blockout & CompositionI started with a simple blockout in Unreal Engine 5. While building the blockout, I frequently used the mannequin to ensure proper proportions. Once the basic layout was in place, I placed several cameras to find the best compositions and give the environment the right sense of depth, especially considering the limited space available for movement.After that, I exported the entire blockout to Blender and began dividing it into different pieces to plan out the modules and props. I was able to properly plan these elements after creating an advanced blockout, where I also applied some basic textures to see how the environment reacted to different colors and materials.Asset Production WorkflowOnce the blockout was complete, I started modeling the modular pieces based on the needs of the environment. I created modules of various sizes, ranging from 1 to 4 meters, for the main elements like simple walls. For more complex parts, such as the stair walls, I took a different approach and created larger, non-repeating modules.Speaking of modules, I want to highlight the destroyed wall caused by the aircraft crash. I used a Boolean operation to cut out the damaged section of the wall and the wood. After that, I created individual bricks and placed them along the broken edges to add more realism and detail. Connected to that wall, the modular stairs I created were designed to fit the ideal layout of a game level. To maintain the correct proportions, I used the default stairs in Unreal as a reference and then modeled them in Blender.As for the railing, to save time, I first broke it down into main components and created instances of those pieces. Once the entire railing was modeled and the UVs were ready, I made the instances real so I could unwrap all the pieces in one go. After unwrapping, I moved the UV islands randomly to introduce variation during the texturing phase.For the vegetation, I used assets from Quixel Megascans. Since the pack didn’t include vertical vegetation, I sourced a different ivy asset that contained vertical elements. I removed the leaves and kept only the branches.Then, using a particle system, I added the correct leaves onto the vertical branches, scattering them only at the tips by using a vertex group. Here are the vertical assets I created, with a small detail asset shown in the top left.Regarding the assets, I didn't use high-to-low poly baking in this project. Instead, I modeled everything in mid-poly to save time while still maintaining good visual quality.One of the biggest challenges was modeling the destroyed World War I aircraft. As a junior artist, it was my first time working on a damaged vehicle. I began by modeling the aircraft fully intact and then manually destroyed it piece by piece to achieve a more realistic and intentional look. To guide me through the process, I looked to industry professionals for inspiration. I found some amazing vehicle models by Pavlo Panchenko for S.T.A.L.K.E.R. 2: Heart of Chornobyl on ArtStation. Being able to study his work helped me a lot, not just technically, but also in defining the artistic direction for my own piece.Last but not least, I wanted to talk about the broken glass pieces I created. I made them in ZBrush, starting with a random image of broken glass I found on Google. I brought the image into Photoshop, converted it to black and white, and increased the contrast to make the cracks more visible.Then, I imported the image into ZBrush, subdivided a plane several times, and used the image as a mask. I hid the unnecessary parts and deleted them, keeping only the masked glass shapes. After that, I decimated the mesh to reach an acceptable polycount, imported it into Blender, and created the UVs. All UVs were unwrapped in Blender. I used Texel Density Checker to set a texel density of 512 px/m with a texture size of 2048. For this project, I used three UV channels: the first for the RGB mask, the second for tileable textures, to maintain high quality during the texturing phase, and the third for additional normal maps where needed. This setup allowed me to reuse the same textures, such as metal, rust, and wood, across both modules and assets. I also used RGB masks for the assets, so the UV islands were specifically packed into that channel.TexturingFor the texturing, I wanted to experiment with a workflow I hadn't tried before. The entire project was textured using Vertex Painting, RGB Masks, and tileable textures. I didn't use any unique baked textures.Tilable textures allowed me to maintain high quality even on large modules and props. Vertex Painting was used to add variation across surfaces, while RGB Masks provided additional layers of variation, especially on props. I also used decals and normal edge decals to add extra detail and break up the surfaces further.Below, you can see my master material setup, which includes Parallax, Vertex Color blending with a HeightLerp node, and RGB Mask blending using a simple Lerp node. All the textures used in my environment were sourced from Quixel Megascans, except for two tileable textures that I created specifically for this project. I made these two textures from scratch in Substance 3D Designer.I'd like to talk about my stained glass and explain how I achieved the final result. First, I took a photo of a real stained glass window from the actual location. Using the Warp tool in Photoshop, I straightened the image and then exported it.Next, I imported it into Blender and began modeling the metal framework that separates the glass pieces. Once that was complete, I rendered the shape in orthographic view with a black background and a white emissive material applied to the metal. I then cleaned up the render in Photoshop and brought it into Substance 3D Designer, where I used it as a mask to create the final stained glass texture. Once my textures were ready, I used a pre-made master material from the Advanced Glass Material Pack, free on FAB, and customized it to suit the needs of my stained glass.For the normal edge decals, I improved my workflow compared to my previous project by sculpting four different corner variations. Once the sculpts were complete, I imported them separately and baked them in Substance 3D Painter to avoid halos on the edges of the bakes. This approach allowed me to skip any cleanup in Photoshop. I only used Photoshop to combine all the baked corners into a single normal texture, as shown below. Last but not least, I'm really happy with how this decal turned out in the project. When I saw it in the main reference, I immediately knew I wanted to include it in my environment.I imported the reference image into Photoshop, straightened it using the Warp tool, and used the Clone  Stamp and Content-Aware Fill to fix some damaged areas. Then, I took a screenshot of the wall in Unreal Engine with only the albedo visualization enabled, and used it in Photoshop as the base layer for the mural. I tweaked the blending modes to extract imperfections from the albedo texture and created a custom mask with brush strokes to blend the mural naturally into the wall. This is the result. CompositionWhen it comes to composition, my background in photography helped me a lot with setting up cameras. I defined a few key shots early on and added more as the environment progressed and came together. Since I was working on an indoor scene, I chose to use a wide-angle lens to capture more of the space, and also included a zoomed-in shot, like the one of the wheelchair, to create a stronger sense of depth.To support the composition, I scattered various details throughout the environment, such as debris, papers,  small pieces of glass, and other elements to enhance storytelling and realism.LightingFor the lighting, I used an add-on for Unreal Engine called Ultra Dynamic Sky to give the scene a natural base lighting pass. After that, I added Rectlights to emphasize certain areas of the environment, slightly tweaking their indirect lighting bounces.I also placed some ivy in front of the spotlights to fake subtle shadow patterns and add more visual interest. For color grading, I used a LUT. I first rendered a single frame and imported it into DaVinci Resolve, where I applied a LUT I liked. Once I was happy with the result, I copied the settings to the RGBTable16x1 texture, which starts with a neutral look by default. For the final render, I exported the project in EXR format using PIZ Multilayer compression, with Spatial Sample Count set to 1 and Temporal Sample Count set to 64. I also used a Warm Up Count of 120 for both the Render and Engine to ensure the exposure was correctly stabilized from the beginning of the render. Additionally, I applied several console variables to improve the final image quality. ConclusionAnd here we are at the end. This project was one of my portfolio pieces developed under the mentorship of Jeremy Cerisy, who helped me a lot with his feedback and really opened my mind to how to approach level and environment creation. It took me about three and a half months to complete.Even though I aimed to work more efficiently on this environment, I still lost a lot of time at the beginning, mainly because I wasn’t sure which workflow to use for texturing, what I needed to create from scratch, and what I could reuse across the scene. In the end, it became a learning-by-doing process, constantly planning and adapting as I added new techniques I was picking up along the way. One thing I really enjoyed was understanding the connection between level design and environment art, it's fascinating to create a space that not only looks good but also serves gameplay. I learned a lot from this project, but one of the most valuable lessons was this: don't waste too much time on tiny details players will never notice, instead, focus on the overall composition and visual impact, especially from the player's point of view.My advice to anyone starting out in environment art is to stay organized in every phase, especially when it comes to setting personal deadlines. Otherwise, there’s a real risk of dragging the project out much longer than necessary. As a junior artist, I know how tough the industry can feel, especially with all the layoffs in recent months, but don't lose faith. That moment when you get hired will come, as long as you keep putting in the effort and continue creating.Lastly, I want to thank my mentor, Jeremy Cerisy, for guiding me through this project with his invaluable feedback. A special thanks also goes to Alberto Casu, Alex Gallucci, and Andrea Siviero for their extra feedback during my spare time. And finally, thank you to everyone who made it this far and showed interest in my project!Leandro Grasso, 3D Environment ArtistInterview conducted by Emma Collins
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  • في عالمنا، كل شيء يتغير ويتطور، وكي نواكب هذه التغيرات، لازم نكون مستعدين للتفاعل مع الأمور الجديدة. اليوم جبتلكم خبر على OMA ومقر JOMOO لي فيه خطوط سيراميك بيضاء مائلة في اتجاهات مختلفة، وهو تصميم يفتخر به!

    في 2004، مكتبة Seattle Central جذبت الأنظار بتصميمها الفريد، والآن OMA جابت لنا فكرة جديدة تعكس الإبداع والمستقبل. روح العمارة، كما هو الحال في الحياة، تحتاج للتجديد والتحدي!

    شخصياً، يثيرني كيف أن كل مبنى يحكي قصة، ويعتبر كيف يمكن للفن والعمارة أن يتحدوا ليعطونا شيء مبدع. نحتاج لفهم أفكار جديدة وطرق تفاعل جديدة مع المساحات المحيطة بينا.

    المعماريين اليوم عندهم فرصة كبيرة لتغيير العالم من حولنا.

    https://www.archpaper.com/2025/08/omas-jomoo-headquarters/
    #عمارة #DesignInspiration #Creativity #ArchitectureLovers #Innovation
    في عالمنا، كل شيء يتغير ويتطور، وكي نواكب هذه التغيرات، لازم نكون مستعدين للتفاعل مع الأمور الجديدة. اليوم جبتلكم خبر على OMA ومقر JOMOO لي فيه خطوط سيراميك بيضاء مائلة في اتجاهات مختلفة، وهو تصميم يفتخر به! في 2004، مكتبة Seattle Central جذبت الأنظار بتصميمها الفريد، والآن OMA جابت لنا فكرة جديدة تعكس الإبداع والمستقبل. روح العمارة، كما هو الحال في الحياة، تحتاج للتجديد والتحدي! شخصياً، يثيرني كيف أن كل مبنى يحكي قصة، ويعتبر كيف يمكن للفن والعمارة أن يتحدوا ليعطونا شيء مبدع. نحتاج لفهم أفكار جديدة وطرق تفاعل جديدة مع المساحات المحيطة بينا. المعماريين اليوم عندهم فرصة كبيرة لتغيير العالم من حولنا. https://www.archpaper.com/2025/08/omas-jomoo-headquarters/ #عمارة #DesignInspiration #Creativity #ArchitectureLovers #Innovation
    www.archpaper.com
    In 2004, the Seattle Central Library turned heads with its continuous skin that wrapped programmatic elements into an iconic, irregular whole. Two decades since and halfway around the world, OMA The post OMA’s JOMOO Headquarters flexes white ceramic
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  • السلام عليكم يا جماعة! اليوم عندي ليكم خبر مفرح من عالم الكرة! ⚽️

    تشوفوا الفيديو الجديد وين "أولمبي أقبو" يطيحوا بالضيف "مولودية وهران" بهدف دون رد. المباراة كانت مشوقة، وخلات الأجواء مشتعلة. الفريقين لعبوا بحماس، لكن في الأخير، "أولمبي أقبو" قدروا يحققوا الانتصار رغم كل التحديات.

    شوفوا، مثل هاد الانتصارات تخلينا نتذكروا أن العمل الجماعي والتصميم هما مفتاح النجاح. كثر ما كانوا يتعبوا اللاعبين، كثر ما تنجح الروح الرياضية بين الجماهير. بربي، كل واحد فينا يقدر يستلهم من هاد الروح ويطبقها في مجاله الخاص.

    ما تبخلوش على روحكم وشوفوا الفيديو وتفاعلوا معانا.

    رابط الفيديو:
    https://www.youtube.com/watch?v=DGA6tJ9aRPc

    #أولمبي_أقبوا #مولودية_وهران #Football #EchoroukNews #Inspiration
    📣 السلام عليكم يا جماعة! اليوم عندي ليكم خبر مفرح من عالم الكرة! ⚽️ تشوفوا الفيديو الجديد وين "أولمبي أقبو" يطيحوا بالضيف "مولودية وهران" بهدف دون رد. المباراة كانت مشوقة، وخلات الأجواء مشتعلة. الفريقين لعبوا بحماس، لكن في الأخير، "أولمبي أقبو" قدروا يحققوا الانتصار رغم كل التحديات. 🎉 شوفوا، مثل هاد الانتصارات تخلينا نتذكروا أن العمل الجماعي والتصميم هما مفتاح النجاح. كثر ما كانوا يتعبوا اللاعبين، كثر ما تنجح الروح الرياضية بين الجماهير. بربي، كل واحد فينا يقدر يستلهم من هاد الروح ويطبقها في مجاله الخاص. ما تبخلوش على روحكم وشوفوا الفيديو وتفاعلوا معانا. رابط الفيديو: https://www.youtube.com/watch?v=DGA6tJ9aRPc #أولمبي_أقبوا #مولودية_وهران #Football #EchoroukNews #Inspiration
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  • واش راكم يا أصدقاء؟ اليوم حبيت نهدر معاكم على موضوع يلمس الروح ويخلي الإنسان يفكر الساعات.

    المقال "Where Light Lingers and Time Slows: Atmosphere as Structure in 7 Spiritual Spaces" يتكلم على كيفاش الفضاءات الروحية، سواء كانت حدائق ولا نصب تذكارية، تشترك في لغة واحدة، هي الجو والاهتمام، بلا ما يكون فيها نوع محدد ولا دين معين. يعني، الجو هو اللي يخلق الروحانية، موش البنية أو الطقوس.

    بالنسبة لي، زرت مرة حديقة روحية في قلب الجبل، وكنت نحس بالوقت يبطأ، والأشعة الضوئية تتخلل بين الأشجار وكأنها كاينة لحظات سحرية. هاد الفضاء كان بمثابة هروب من ضغوطات الحياة اليومية.

    في الأخير، نحبكم تفكروا كيفاش ممكن نخلقوا أجواء روحية في حياتنا اليومية ومن حولنا.

    https://architizer.com/blog/inspiration/collections/atmosphere-as-structure-spiritual-spaces/
    #فضاءات_
    ✨ واش راكم يا أصدقاء؟ اليوم حبيت نهدر معاكم على موضوع يلمس الروح ويخلي الإنسان يفكر الساعات. 🌟 المقال "Where Light Lingers and Time Slows: Atmosphere as Structure in 7 Spiritual Spaces" يتكلم على كيفاش الفضاءات الروحية، سواء كانت حدائق ولا نصب تذكارية، تشترك في لغة واحدة، هي الجو والاهتمام، بلا ما يكون فيها نوع محدد ولا دين معين. يعني، الجو هو اللي يخلق الروحانية، موش البنية أو الطقوس. بالنسبة لي، زرت مرة حديقة روحية في قلب الجبل، وكنت نحس بالوقت يبطأ، والأشعة الضوئية تتخلل بين الأشجار وكأنها كاينة لحظات سحرية. 😍 هاد الفضاء كان بمثابة هروب من ضغوطات الحياة اليومية. في الأخير، نحبكم تفكروا كيفاش ممكن نخلقوا أجواء روحية في حياتنا اليومية ومن حولنا. https://architizer.com/blog/inspiration/collections/atmosphere-as-structure-spiritual-spaces/ #فضاءات_
    architizer.com
    From memorials to gardens, these spiritual spaces share a common language of atmosphere and attention rather than a fixed typology or faith. The post Where Light Lingers and Time Slows: Atmosphere as Structure in 7 Spiritual Spaces appeared first on
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  • شفتوا كيفاش المعمار يقدر يغير كل شيء من حولنا؟

    مقال "Serious Fun: Architecture Beyond Form and Function" يسلط الضوء على كيفاش الألوان الجريئة والضوء الديناميكي والمواد المرحة تقدر تحوّل العمارة من مجرد مأوى إلى تجربة فنية حقيقية. يوري لنا كيفاش البنايات اليومية ممكن تكون أكثر من الشكل والوظيفة.

    شخصياً، نحب المعمار اللي يخرج علينا بأفكار جديدة ويخلي الأماكن اللي نعيشوا فيها مليانة حياة. كلما نشوف بناية مميزة، نحس بأن الدنيا زادت جمالاً وبهجة.

    خلونا نفكر في كيفاش كل واحد منّا يقدر يكون جزء من هاد التحول الإبداعي في محيطه.

    https://architizer.com/blog/inspiration/collections/serious-fun-architecture-beyond-form-function/

    #عمارة #Architecture #إبداع #Fun #Esthétique
    🟠 شفتوا كيفاش المعمار يقدر يغير كل شيء من حولنا؟ مقال "Serious Fun: Architecture Beyond Form and Function" يسلط الضوء على كيفاش الألوان الجريئة والضوء الديناميكي والمواد المرحة تقدر تحوّل العمارة من مجرد مأوى إلى تجربة فنية حقيقية. يوري لنا كيفاش البنايات اليومية ممكن تكون أكثر من الشكل والوظيفة. شخصياً، نحب المعمار اللي يخرج علينا بأفكار جديدة ويخلي الأماكن اللي نعيشوا فيها مليانة حياة. كلما نشوف بناية مميزة، نحس بأن الدنيا زادت جمالاً وبهجة. خلونا نفكر في كيفاش كل واحد منّا يقدر يكون جزء من هاد التحول الإبداعي في محيطه. https://architizer.com/blog/inspiration/collections/serious-fun-architecture-beyond-form-function/ #عمارة #Architecture #إبداع #Fun #Esthétique
    architizer.com
    Bold color, dynamic light and playful material strategies transform everyday buildings, elevating architecture beyond shelter or form. The post Serious Fun: Architecture Beyond Form and Function appeared first on Journal.
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  • إليكم موضوع جديد يجبد الانتباه!

    دراجين معانا في عالم العمارة، وهنا في الهند، الشغل بالقرميد راح لأبعاد جديدة! في المقال هذا، نكتشف كيف تصاميم جديدة تجمع بين القرميد وهيكله القابل للنفاذ بطرق عصرية وجديدة، من خلال 10 مشاريع مدهشة.

    حقيقة، كاين حاجة مبهرة في كيفاش يقدرو المهندسين يدمجو التقليدي والحديث. كي نشوف البناءات هذي، نحس بلي كاين روح جديدة تعيش في كل قرميدة. كم مرّة كنا نهضرو على جمال العمارة وتأثيرها على حياتنا اليومية؟

    درك، نحب نفكروا مع بعض في كيفاش نقدروا نطبقوا هاد الأفكار في بلادنا ونخلوها تتألق!

    https://architizer.com/blog/inspiration/collections/modern-brick-screens-india-facade/

    #عمارة #قرميد #Innovation #Architecture #Design
    👀 إليكم موضوع جديد يجبد الانتباه! دراجين معانا في عالم العمارة، وهنا في الهند، الشغل بالقرميد راح لأبعاد جديدة! 🇮🇳✨ في المقال هذا، نكتشف كيف تصاميم جديدة تجمع بين القرميد وهيكله القابل للنفاذ بطرق عصرية وجديدة، من خلال 10 مشاريع مدهشة. حقيقة، كاين حاجة مبهرة في كيفاش يقدرو المهندسين يدمجو التقليدي والحديث. كي نشوف البناءات هذي، نحس بلي كاين روح جديدة تعيش في كل قرميدة. كم مرّة كنا نهضرو على جمال العمارة وتأثيرها على حياتنا اليومية؟ درك، نحب نفكروا مع بعض في كيفاش نقدروا نطبقوا هاد الأفكار في بلادنا ونخلوها تتألق! https://architizer.com/blog/inspiration/collections/modern-brick-screens-india-facade/ #عمارة #قرميد #Innovation #Architecture #Design
    architizer.com
    Weaving brick into porous structures with modern lattices, India’s architects are proving that brick is an enduring yet evolving façade medium. The post Screen Time, Redefined: India’s New Brickwork in 10 Projects appeared first on Journal.
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  • عندك 20 دقيقة من وقتك؟ راح تخليك تفكر في التغيير اللي تقدر تصنعه!

    في هذا الفيديو الرائع، الدكتورة رنا الدجاني تتحدث في مؤتمر الشرق الشبابي الدولي الثامن، وتكشف لنا كيف أن الإنسان مصمم بطبيعته ليكون مُحدث التغيير. تتعمق الدكتورة في فكرة أن التغيير يبدأ من الداخل، وأن مرونة الطبيعة هي مفتاح لإيجاد المستقبل الأفضل.

    أنا شخصياً، حسيت قد إيش أن كل واحد فينا عنده القدرة على إحداث الأثر، سواء في محيطنا الصغير أو في العالم ككل. بمجرد ما نكون واعيين ونريد الخير، التعاون راح يجلب نتائج مذهلة!

    شوفوا الفيديو واستلهموا من رسالة الدكتورة، فكل منا قادر على صنع الفارق!

    https://www.youtube.com/watch?v=BgmeWnCuJAc
    #التغيير #Empowerment #شباب #Inspiration #Leadership
    🌟 عندك 20 دقيقة من وقتك؟ راح تخليك تفكر في التغيير اللي تقدر تصنعه! في هذا الفيديو الرائع، الدكتورة رنا الدجاني تتحدث في مؤتمر الشرق الشبابي الدولي الثامن، وتكشف لنا كيف أن الإنسان مصمم بطبيعته ليكون مُحدث التغيير. تتعمق الدكتورة في فكرة أن التغيير يبدأ من الداخل، وأن مرونة الطبيعة هي مفتاح لإيجاد المستقبل الأفضل. 🌱✨ أنا شخصياً، حسيت قد إيش أن كل واحد فينا عنده القدرة على إحداث الأثر، سواء في محيطنا الصغير أو في العالم ككل. بمجرد ما نكون واعيين ونريد الخير، التعاون راح يجلب نتائج مذهلة! شوفوا الفيديو واستلهموا من رسالة الدكتورة، فكل منا قادر على صنع الفارق! https://www.youtube.com/watch?v=BgmeWnCuJAc #التغيير #Empowerment #شباب #Inspiration #Leadership
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  • يا جماعة، عندي لكم خبر يفرحكم! الحلقة الخامسة من "بودكاست متر مربع" راح تكون قريباً ومن غير ما تقولوا!

    حلقتنا هالمرة رح تكون مع الأستاذ عبد الرحمن الحميّد، الشريك والرئيس التنفيذي لشركة وكن العقارية. راح نتحدثوا عن المطورون العقاريون والمليونيرات الجدد ونكتشفوا كيفاش يقدروا يغيروا السوق!

    أكيد كل واحد فينا يحلم بإنه يحقق النجاح، وأنا شخصياً عندي فضول كبير نعرف تجارب الناس في هذا المجال. في كل حلقة، نستفيد ونتعلم حاجات جديدة، وهاد الشي هو اللي يخلي البودكاست شائق ومفيد.

    ما تفوتوش الحلقة، راح تكون فيها أفكار تفتحلكم الأفق وتحمسكم تفكروا في طموحاتكم!

    https://www.youtube.com/watch?v=-QMuJwI2TkE
    #بودكاست #مترمربع #RealEstate #Success #Inspiration
    🎉 يا جماعة، عندي لكم خبر يفرحكم! الحلقة الخامسة من "بودكاست متر مربع" راح تكون قريباً ومن غير ما تقولوا! 🤩 حلقتنا هالمرة رح تكون مع الأستاذ عبد الرحمن الحميّد، الشريك والرئيس التنفيذي لشركة وكن العقارية. راح نتحدثوا عن المطورون العقاريون والمليونيرات الجدد ونكتشفوا كيفاش يقدروا يغيروا السوق! 💼✨ أكيد كل واحد فينا يحلم بإنه يحقق النجاح، وأنا شخصياً عندي فضول كبير نعرف تجارب الناس في هذا المجال. في كل حلقة، نستفيد ونتعلم حاجات جديدة، وهاد الشي هو اللي يخلي البودكاست شائق ومفيد. ما تفوتوش الحلقة، راح تكون فيها أفكار تفتحلكم الأفق وتحمسكم تفكروا في طموحاتكم! 🚀 https://www.youtube.com/watch?v=-QMuJwI2TkE #بودكاست #مترمربع #RealEstate #Success #Inspiration
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  • واش راكم يا جماعة؟ اليوم جبتلكم فيديو مهم بزاف!

    موضوع الفيديو هو "لماذا الغنى يقتل طموحك؟ السر في العيش بعدم الراحة". بصراحة، الفكرة هي أنه كي تكون غارق في الراحة، تنسى الطموحات وتفقد الحافز. تجربتي الشخصية تقول بلي كلما كنت في تحديات، كلما كنت أقرب لأهدافي.

    إذا كنت تحب تتعلم أكثر عن كيفية الاستثمار في البورصات، ما تنساش تشوف الروابط تحت، عندنا دورات حول بورصة الدار البيضاء وأخرى حول البورصة الأمريكية.

    وما تنسوش تشاركوا آراءكم حول المواضيع هذي!

    https://www.youtube.com/watch?v=70jsAtFSdFk
    #طموح #استثمار #Finance #Inspirational #التحديات
    🔥 واش راكم يا جماعة؟ اليوم جبتلكم فيديو مهم بزاف! موضوع الفيديو هو "لماذا الغنى يقتل طموحك؟ السر في العيش بعدم الراحة". بصراحة، الفكرة هي أنه كي تكون غارق في الراحة، تنسى الطموحات وتفقد الحافز. تجربتي الشخصية تقول بلي كلما كنت في تحديات، كلما كنت أقرب لأهدافي. إذا كنت تحب تتعلم أكثر عن كيفية الاستثمار في البورصات، ما تنساش تشوف الروابط تحت، عندنا دورات حول بورصة الدار البيضاء وأخرى حول البورصة الأمريكية. وما تنسوش تشاركوا آراءكم حول المواضيع هذي! https://www.youtube.com/watch?v=70jsAtFSdFk #طموح #استثمار #Finance #Inspirational #التحديات
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  • هل فكرت يومًا في كيفاش تتحول فكرة بسيطة إلى براند معروف؟ هذا هو الموضوع اللي غادي نحكيو عليه فالحلقة الجديدة من بودكاست BUSINESS+!

    في الحلقة رقم 44، استضفنا عثمان العزاوي، الكوفاوندر ديال MaChaussure.ma، اللي حكالنا عن تجربته الملهمة من الجامعة إلى بناء أول منصة إلكترونية 100% مغربية. عثمان عرض علينا التحديات والصعوبات اللي واجهها في البداية، كيفاش قدر يحقق النجاح وينتقل من البيع أونلاين لفتح متاجر في المغرب.

    شخصيًا، أنا متشوق نشوف كيفاش المشاريع الشابة تقدر تبدل في السوق. التجربة ديال عثمان توضح لنا بلي العمل الجاد والإبداع هما المفاتيح الحقيقية للنجاح.

    ما تفوتوش الفرصة، استمعوا للحلقة وخليونا نسمعوا آرائكم!

    https://www.youtube.com/watch?v=Xit_Re93Q-E
    #قصص_نجاح #براند_مغربي #مقاولات #Ecommerce #Inspiration
    🚀 هل فكرت يومًا في كيفاش تتحول فكرة بسيطة إلى براند معروف؟ هذا هو الموضوع اللي غادي نحكيو عليه فالحلقة الجديدة من بودكاست BUSINESS+! في الحلقة رقم 44، استضفنا عثمان العزاوي، الكوفاوندر ديال MaChaussure.ma، اللي حكالنا عن تجربته الملهمة من الجامعة إلى بناء أول منصة إلكترونية 100% مغربية. عثمان عرض علينا التحديات والصعوبات اللي واجهها في البداية، كيفاش قدر يحقق النجاح وينتقل من البيع أونلاين لفتح متاجر في المغرب. شخصيًا، أنا متشوق نشوف كيفاش المشاريع الشابة تقدر تبدل في السوق. التجربة ديال عثمان توضح لنا بلي العمل الجاد والإبداع هما المفاتيح الحقيقية للنجاح. ما تفوتوش الفرصة، استمعوا للحلقة وخليونا نسمعوا آرائكم! https://www.youtube.com/watch?v=Xit_Re93Q-E #قصص_نجاح #براند_مغربي #مقاولات #Ecommerce #Inspiration
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