model Hey fellow polycounters! Few days ago some of us had a short discussion in another polycount thread about the limitations of photogrammetry. Sometimes you just can't take enough pictures of some areas of your target model because you cannot reach them (like a tree canopy). I decided to give it a try and make a…
So...I already explained it on the forums, but it wasn't the first time I asked that and nobody answered it, so here's the post: "I'm facing that classic bug that apparently no one has solved to this day. Leaves are completely unlit when a spotlight is near to them (I tested with other light types and this only happens…
Hey guys, I'm updating this intro as this was to be a showcase for a friend but no longer needs to be used for this purpose so I'm free to do what I want with the scene now I've decided to set it in a rocky mountain setting full of pine trees and a big river running through the middle. I'm using this software for the…
Hey Polycounters, I'm currently sculpting a tree asset to be used in a larger UE4 I plan to create. I'm having trouble figuring out the best workflow to make my low poly retopologized asset from my high poly sculpt. So far I have sculpted the tree trunk in Zbrush and now I'm trying to figure out the most practical way to…
Eric Chadwick Thank you for the hint! I'll do that! Wow, Red Dead looks soo awesome! Oh btw, i saw that this article in the wiki is fom you. You're my hero :) D4V1DC Yeah man, i'm so glad that i have the possibility to ask some guys. Without that most of this articles wouldn't contain any explanation. I'm happy that you…
Hello everyone, I’m currently developing a narrative-driven sci-fi exploration game set in a mysterious abandoned world. The project focuses on atmosphere, environmental storytelling and monumental alien architecture. I'm looking for a concept artist to create 3–5 key environment concepts for the project's pitch deck.…
I'm not amazing at making trees or anything but here's how I made the branches for one of my trees: The trick is to make the branches non-planar, that way they'll look fuller from most angles. You should also bake some ambient occlusion to the vertex colors to amplify the depth and bend the vertex normals (not shown in my…