I'm a student learning 3d modeling for games in Korea, particularly for environment assets. I've learned that it's good to combine multiple objects and unwrap them into one uv map whenever possible, for optimization and to control consistent texel density, rather then creating uv maps per object. For example, like…
Trojan Horse was a Unicorn Just thought I would post this as it looks like a cool event. A GLOBAL GATHERING OF THE WORLD'S NEW GENERATION OF CREATORS. 15-19 SEPTEMBER '15TR
Hi fellow artists :smiley: I have been browsing Polycount as a guest a lot lately and I LOVE it! I need your help in something I couldn't find a solution to by just Googling. I am using Substance Designer to generate textures, I used some templates that I had found freely. So far the templates have: Height, Diffuse,…
This character Armor Set was created for New World: Aeternum in collaboration with Side for Amazon Games. Based on the provided concept, I owned the full character production pipeline — from high poly sculpt to final textured, game-ready asset. My responsibilities included: • High poly sculpting • Low poly modeling & clean…
Hey, I'm trying to tweak a style study I'm doing on Super Mario Galaxy As you can see my Rim lighting shader is just tending to white and I have no idea what nodes to use to make it apply to the saturation as well. In the image I'm using a SamplerInfo.facingRatio > Ramp.VCoord and the ramp into the lambert's incandencanse.…
Hey all, I've been searching and searching and I have no idea how to make a simple 80s, 80-column/25-line LCD screen in UE4. I am new to UI/video effect shaders in Unreal and don't know where to start. Here is an example. (though it doesn't have to be EXACTLY like this, just something similar) Start at 2:50 if it doesn't…