Hello! I’m excited to share the very early stage of my new Unreal Engine 5 environment art project. This first phase focuses on blocking out the space and exploring the core ideas behind the scene. I’ve gathered thematic reference materials, used AI to generate early concept directions, and I’m actively collecting…
Hi guys, I have a little problem with texturing. Image a ground for a low poly game. The ground will be bumpy, I mean it will have a few hills and it won't be just the even plane. Sort of what the example image presents. Now - the ground will be textured with a single small tileable 128x128 texture of grass. So far so…
Hello everyone! I wanted to share this with the Community. It's a collection of blueprints I created that are designed to make level design, blockout, and updating as quick as possible. There are 9 different blueprints that can be used for a broad variety of things, anywhere from deforming mesh, to duplicating assets…
Hey polycount! I'm pretty happy with how my last level art project worked out, so I'm trying out a different type of environment this time around! It's been fun getting my UE4 landscape tool legs back under me, and I'm really looking forward to set dressing this thing out! Right off the top, here are the asset packs I'm…
Hey look, it's another Tron-based design. I should've expected it to be more common, but it was the first association I had after stumbling upon this contest and I just rolled with it. The concept was simple enough - outline the gun with blue lines. It's that image again. Because I'm a sucker for learning by doing I jumped…
Hey, it's been a while! In the past few weeks I've been finalizing the interior of the restaurant, mostly working on some props to fill the space (including the weird deer). I also used a few asset packs from Dekogon and some other assets to speed up the process. There's still a few things I want to do (decal + detailing…
We've spent a bunch of time setting up a P4 server and dealing with integrations / merging. But out of that, have fixed up a few things and I got a chance to look at some wall climbing. Imagine more limited speed and specific animations for traversing rough vertical terrain - like a terrace, decayed castle wall, or cliff…
Hello, I am not a TD, but I am the solo animator at my current job and I need to deal with the creating of the rigs for Unity. The coder that deals with character skills and integretion is asking for a rig that has two bones that are having the same hierarchy level -> two roots in the same rig. I am using Advanced Skeleton…
UV's don't need to be in the 0-1 space. Place them wherever you want and scale them up/down to get the tiling texture to repeat as much as desired. For unique details you could use decals, or create a second UV set that'll be rendered over the tiling one (just give the important parts UV space in the 0-1 range and mask the…
Breakdown the repeating structures like those arches into a modular mesh. Use a tiling stucco texture for the building. Use material blending to create the grime and dirt on the stucco. Unique meshes for the windows, railing, electrical box(es), awnings. Try to atlas as many textures as you can. Then do modular pipes.…