Hiya folks! I'm about to start a personal project where my goal is to remake the "legendary" Legend of Zelda: Link's Awakening. The game's one of my most favorite games ever as I spent hours and hours playing it on my old GBC. Now later on I've taken interest in pretty much everything that has something to do with game…
Hey guys! I've found the biggest problems I run into are usually rooted in bad workflow. I'm really trying to improve this by following tutorials, but I always seem to get hung up or miss something. Recently, I've been following some ZBrush tutorials from 3D motive, and while they are very helpful, there always seems to be…
I'm helping some students figure out what's missing from their portfolios, so they can focus on what to improve. I wrote down a list of stuff I look for when evaluating new hires. I'm sure I'm missing some things. What do you look for? Any help is appreciated. EDIT: latest version is on our wiki...…
Hi All, When I started mapping as a hobby back in 2000 the very first map I created was DM-RomanBaths for Unreal Tournament. Sadly there was nothing really Roman about it other than the square baths and a vague color similarity. This map never saw the light of day as I was unaware of the huge community at the time. Whilst…
We have links to modular/trimsheet/atlas tutorials here, in case it helps to see more examples and walkthroughs http://wiki.polycount.com/wiki/Modular_environments
what does a modular kit for a game? like several reusable aseets for staging?, thank you everyone for the tips I'm learning more everyday because everyone in this field is so cool.
Hello everyone, I would like to better understand texel density and how to maintain it in a scene. What blocks me is that I understand how it works, with the various mathematical formulas, even how many times to tile a texture, but then I can’t find a practical reference when I try to maintain texel density for an entire…
https://www.unrealengine.com/marketplace/en-US/product/b17461545ad348bd9555297ada6862b7 This content pack includes lots of different building,props and some modular 3d parts for creating farm environment. Perfectly fits for simulation genre. Technical Details Click to watch Preview Video In preview video glass shaders has…
Knowing how important it is to keep honing my skills as an environment artist and 3D modeler, I spent my free time over the last few months building this retro, Mid Century-inspired secret laboratory. Although I have years of experience in Unreal, I wanted to keep expanding my knowledge of its systems, especially the ones…