Project Title: Phantom Hysteria Description:
Phantom Hysteria is a 1-6 Player Multiplayer Paranormal Investigation game. Your job is to investigate haunted properties for clients, You must use your equipment to not only find out what kind of hauntings are going on but to find out why and how to get rid of them! If you…
Hi everyone, maybe it's the hundredth post about topology , but i want to make sure that what i am doing is right . So i started to make some assets for my project for ue4 like a wooden door for a house . I want to know if the approach of the second image is right or is completly wrong ? If it is wrong , please tell me…
Hey guys, Need a little advice from anyone that can help. I'm trying to extract my heightmap from world machine to use within UE4 but for some reason UE4 isn't interpreting correctly and the terrain itself is flattened out and I cannot figure out why. I have used the correct format / size required by UE4 for the heightmap…
Hello everyone , I have made a broken wall in maya using a brick texture and set the tiling inside maya to 1.8 in both U and V , went to unreal and done the same setup with texcoord also tile 1.8 and there was a mismatch in the tiling that is most noticeable on the individual brick models on top of the wall , if anyone…
Hey guys I abandoned previous thread, for few reasons - one of reason I won't be learning modo right now I gonna do that later. Ok so here we go - I'm creating chinese cyberpunkish suburbs based on reference picture below. Im already very excited to work with substance it's very useful. Before going to pictures and stuff…
@Sunray The head texture seems pretty good for an early version. But you need to clean the projection in spots like the bottom eyelashes or the neck( in the center it feels different vs the sides) and perhaps add more brownish/violet tones in the eye bag area and yellowish in the upper front. Marmoset vs ue4 : *Marmoset:ç…
Say a project was done in ue 4.24 and u want to open it in ue 4,16. Is there a way to do this? From my research online, this isn' t possible. So I am hoping maybe someone here might have a workaround or maybe a way it can be done?
Here's a concept machinery level I recently completed for UE4. All assets were initially modeled low poly (no hi-poly work or normal map bakes), normal maps and material ID maps were painted in nDo and 3D Coat, and final texturing was completed in Substance Designer 4. You can view the entire image sequence on my website,…
In-Engine/Game Shot High Poly Please critique away. I am still new to baking so this is a little bit of an experiment for me. You can find the files for download to check-out here. I will be making this my first asset to try materials as well. This is a community contribution for UT4 (hopefully).