@evaned1t: Episode 9: GTA Style Effect Tutorial in #CapCut #capcutpioneer #capcutphoto #tutorial #videoedit

Evan
Evan
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Region: NZ
Saturday 11 July 2026 05:06:33 GMT
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chadyx.rosales
𝙘𝙝𝙖𝙙𝙮𝙭𝙭ッ :
wheres the fucking prompt?
2026-07-12 01:00:58
0
kenziesholattanpadisuruh
Kenzie Suka Kebab :
where is the prompt
2026-07-11 12:11:57
5
jvframes
MoonJV :
thanks bro
2026-07-12 03:24:51
0
enzo.basa.gabata
user87354133879 :
333.333.333
2026-07-11 09:09:52
0
user858001077
BlackCat :
2026-07-11 06:58:02
1
w_macha
@_NAtz :
where
2026-07-12 01:09:57
0
gall_nj31
Galz suka us :
p
2026-07-11 15:16:58
0
evaned1t
Evan :
Rebuild the entire scene from the reference image as a real-time 3D render inside the GTA V Rage engine. Do not apply a filter. Fully reconstruct all people, vehicles, architecture, terrain, and props as polygonal 3D assets native to GTA V. The result should look like an authentic in-game screenshot captured on a high-end PC, with settings enabled. All subjects must be converted into clearly modeled geometry with visible polygon structure, baked normal maps, and game-ready textures. Faces, bodies, and clothing should follow GTA V character proportions and anatomy, slightly exaggerated, rigid, and digitally sculpted. Skin is matte and textured, no photographic pores. Hair is clumped, card-based, slightly stiff. Clothing uses flat fabric shaders with visible seams and texture repetition. Environment must feel like Los Santos or Blaine County, game logic. Buildings are modular, edges slightly sharp, surfaces tiled and optimized. Roads, sidewalks, vegetation, street props, and background elements are simplified but dense, clearly game-built constructed. No real-world photographic depth or lens artifacts. Lighting follows GTA V real-time lighting behavior. Strong directional sunlight or overcast skylight depending on scene. Hard shadows with defined edges, subtle ambient occlusion in corners. Reflections are screen-space and imperfect. Colors are slightly saturated with recognizable GTA V color grading. Contrast is controlled but punchy. Materials must read as video game assets. Asphalt is flat and grainy. Metal has simple specular highlights. Glass is clean with limited reflection depth. Vegetation is slightly stiff and stylized. Nothing should appear physically accurate or cinematic-render realistic. Camera should feel like a gameplay or Rockstar Editor capture. Third-person or free camera perspective. Slight wide-angle distortion. Stable framing. No depth-of-field blur. No motion blur unless minimal and engine-based. Overall look is unmistakably GTA V. Real-time 3D. Polygon. Textured. Stylized realism. Clearly not a photograph.
2026-07-12 01:45:44
0
joster057
𝓡𝓲𝓷𝓽𝓪𝓻𝓸 :
😁😁😁
2026-07-11 06:12:28
1
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