This year i completed Season 2 of my fan project 'Jurassic Explorer'. Many new locations were created for the new season but many locations from Season 1 were improved and optimized such as Mainstreet. This environment is by far the most complex and detailed environment i'v made to date. It's the largest location i'v…
model Hi, thanks for your time. I've just completed the modeling of an asset for a first person game. I won't be subdividing and making maps for this, I want to use it as is. I am okay with sharp angles in some places that will seldom get camera space, and also this is a just a prototype for a game so no reason for me to…
Hi guys! I finished working on Halo 4 inspired scene - forerunner themed environment based on a concept from Halo 4 artbook.Here's concept itself and my implementation captured within UE4. For this scene I used interesting technique - all assets made using custom vertex normals and tiling materials with no bake. Details…
I have two fill effects applied to fill layers behaving differently in Painter, and I'm totally confused as to why. Fill layer #1 There's a smart material in the Painter shelf called "Plastic Hexagon" or something like that. It's a Base Color fill with a fill effect applied to the layer. The fill effect contains a height…
So, I've been reading a bunch of threads and discussions, googling for hours now, looking for a way to replicate an anisotropic surface inside UE4. The answer so far is basically: none of the shaders in UE4 support this. This seems to be somehow related to deferred rendering (is it true? why?) You must code your own shader…
Hey guys. So this is my second thread on polycount and my goal at the moment is to improve on my texturing and materials. I am focusing just on Diffuse, normal and specular (maybe some glow later on). I have very little experience texturing so i hope i can get some crits and comments for mprovement. All are screen grabs…
hi guys. i don't do a lot of environment stuff but figured it would be good to show that i can! i was playing WAR a couple of nights ago, and as usual i was cought offguard by how pretty some of the environments were, and took a screenshot figuring "that would be cool to try to replicate". so here's the screenshot: and…
@Neox Substance Designer can be used to make shaders, MDL for example and there's ongoing work to integrate MaterialX. To the OP, we have lots of resources to help with understanding how Naughty Dog does their textures: https://polycount.com/discussion/122359/the-last-of-us-art-dump-rogelio-olguin/p1 Great post from…
In terms of studying lighting, there are some good gnomon dvds or the eat 3d one on lighting and post process is pretty comprehensive and pertains to game work. after learning the basics behind lighting it really comes down to looking at images and trying to replicate that look a lot of the time. find examples of really…
Displacement is NOT a replacement for normal maps for a variety of reasons. You still need those per-pixel normals for accurate shading. To replace normal maps with realtime displacement you need: A. Insane levels of subdivision to get to the pixel-level, to replicate the same detail as a 1Kx1K normal map you need 1048576…