I was watching some videos of people playing mods on an RTX 3090 and it looked kind of trippy. It looked like a film but something just felt off. Everything was accurate, at least as far as I could tell, but I couldn't tell why I knew it was CG. But after awhile I came to 3 conclusions. Camera movement, repetition and last…
Oh hey there, fellers! Haven't posted here in a while, and wasn't planning to tbh, art has gone from a passion to a hobby for me so I don't do this as often enough as I'd like. Anyway, the scene is pretty much done, just figured I could post it here first in case there are any glaring issues I'm missing or if there are…
Quite a few things. First of all when you create materials, imagine that a 2k texture is about 2 meters long. The leaf materials (or decal?) makes it look flat, remove that. Your wall tiles have this dirt patch on the right side that your eye can easily spot, so they look repetitive. The wall plaster above it, is ok. The…
Hello again! Starting up a new environment project after being quite busy aside from making art. I've set my own time restrictions and goals to try and push me to work on it whenever I can. The main idea is to make an optimized game-ready environment partly using the new nanite technology in UE5. I've been recently quite…
@atunnard nice start! Me I've recently decided to use UE4 when I need to use heightmap, because it feels like teh current UE5 solutions don't have the quality of a "released" state. If it can help, you can still use heitmap in UE5 but right now the existing systems are... not bug-free. From what I've tried you can use: The…
Hey @kio sure! Regarding the process, I'll start out by blocking things in Maya, I want to get the shapes 99% done in there before going further, this will also save me time later if I ever have to do hand retopology. (hello nanite) What I'm looking for during this step is : - No 90° angles - No straight lines -…
I think it's looking pretty good so far! You maybe need to have a look at the scale of the water ripple effects, it seems like a very large body of water but ripples are almost pond-like. A lot of borealis photographs are very long exposure images, so that will flatten out water in the final image. Your end result however…
Hi, small update today. Looking to get feedback on a quick audit of work so far in terms of optimisation & design decisions i've made. I have got the low poly ready for the front undercarriage section, and baked/mapped it out. Looks no different to the previous screenshots as yet, so I don't see much point in posting. That…
Hi everyone! It's been a while since I've updated this blog with some new updates. I've been busy with my own company: https://www.extrude3d.nl/ I've spend a whole year developing projects in Unreal for clients. This means images in Unreal, video animations in Unreal but most important. Digital twin applications. So I've…
Hello Polycount! I'm currently working on a UE5 environment set in Old Quebec, with a Cyberpunk twist. There are still many things in the blockout and wip phase, but I think I'm far enough to get a first round of feedback. Here's where I'm at so far: And some of my references for more context: The final piece will take…