Hello, I was just wondering if anyone on polycount has gotten around to playing the Sims 4. It took me awhile to get used to going from 11 expansion packs worth of content to a new base game, and the whole load screen to walk on your neighbors lot still bothers me, but other than that I think a nice foundation has been…
Hi;) In this post I want to show my last work. It’s an Unreal Engine 4 scene of a beautiful "Solna Centrum Station" located in Stockholm. Used soft: 3d Max, ZBrush, Substance Painter, Substance Designer, Unreal Engine 4, Photoshop ArtStation: https://www.artstation.com/artwork/XBDGOa Detail Lighting Some used materials…
Hi, I’ve made an optimized model from a high one using the least ammount of triangles possible and using UDIMS. Before exporting it I’ve triangulated it and exported as a fbx The baking were made under Marmoset Toolbag 4, flipping the normals in the Y axis. Some fixes were needed to be made, after fixing It looks with not…
Here is one of those confusing topic again. I remember I've asked long ago how come using substance designer to convert from metal/rough to spec/gloss the spec value is grey. And someone has answer it is because all object has spec and its 4% in linear and 2% in srgb (or the other way around) Assuming my render engine will…
The good folks behind the Unity engine have released a bit of eyecandy for your enjoyment. They have a trailer that was presumably made inside their latest offering; the Unity 4 engine. It details a rough morning for a gentleman that was just hoping for some milk in his coffee. There's not a lot of info here, just the…
I still mainly work with version 3 unless a client explicitly requires 4. The noisy viewport in 4 gives me the headaches when raytracing is turned on and if that's disabled then the materials just look too different for the preview to be useful for what I do. Personally all I need out of Toolbag is a game-engine like…
So I have been working on my sequence lighting in unreal 4 and any feedback would be much appreciated :) First scene was a recreation of The Velvet Room from Persona 4 [ame] https://www.youtube.com/watch?v=g9_wq6gObA0[/ame] modelling is very basic as my main focus for this was sequence lighting and the dramatic change…
http://www.gamesindustry.biz/articles/2011-07-27-riccitiello-traditional-development-cycle-gone-forever Some people area reading this as the 4-5year game dev cycle is dead but I don't think that is what he meant. Only that consoles are having to compete with other platforms and a new console every 4-5 years will no longer…
Fallout 4: New Vegas Who Are we? We're a growing team re-creating a game that we love and hold dear to us; 'Fallout:New Vegas' and we're making it using the Fallout 4 Engine! Why join us? Well, you could be looking for experience working within a team or perhaps you want to create assets for Fallout 4. Maybe you just love…
Hello Polycounters, i just have a question Under zbrush 4 when i try to customize the zbrush UI, i go in the menu: preference ---> custom UI ---> enable customize, then i ctrl - drag bottons around but now nothing happends. This is the way i used to build my own UI but with zbrush 4 noting works. What do you guys use to…