Actually you can use both but it depends where your scane will be at the end. If it's going to be just "static" scene rendered in marmoset or if you will record a video from ~2m distances in UE/Unity with fancy non static effects like moving water(flow map), wind, godrays... For generic objects like floors, walls you can…
Hi everyone I am currently attending university and I am currently working on my FYP an investigation into the aesthetic differences between survival horror and action based environments altering only lighting and texturing while keep the structure of the scene the same. So far I am not massively pleased with everything…
Greetings, I'm Erasmo from the Dream of Darkness team. We're a small game dev studio based in Mexico City and we're working on a Lovecraftian horror game centered on the fall of the Aztec Empire. We're currently developing small but playable prototypes to validate our key gameplay features. Our current version is very…
Find your scene in the content browser, right click, hit export pacakge. Unity will figure out what assets need to be included with your scene and export a .unitypackage or you could just grab the lightmaps by hand since they are normally stored in a folder beside your scene, with the same name as your scene. Which…
If someone with a hiring duty at a company spends the time to download 80mb's of someones reel you should give them more than 1 scene. That scene can have a lot of time knocked off if the well and gas pump were knocked out and it was just the scene being showed off. I second the lighting comments, they're killing this…
That's actually really awesome. I wonder what the drawbacks are then at that point then? If the drawcalls aren't hampering performance is there a reason not to do this method going forward? Especially with a culling distance of 5k getting 356% overall performance benefit over the big card method. Granted with a physics…
Hey Everyone! I am new to polycount as a member, however ive been following and reading pollycount since December. So I thought as my first day and first post I would show my progress of creating my cinematic titled "10-23". This cinematic is a horror about a police officers response on scene at a diner and his encounter…
Update time again, placed the snow on more suitable places and adjusted the light that comes from the crystals and the fire. Up next adding a placeholder menu, finishing the particles and adding a human element to the scene. And finishing the scene as a whole. Thanks so much to everyone for the feedback I got on this scene…
@KeiTagura Oh Thanks :) I'll get back into this soon to refine it more. I like what you're doing on your scene. I haven't modeled or textured anything specific for the scene, but after seeing what other artists have been creating for their scene, it's tempting. :) Might make add in some props in the scene to give it more…
After winning the Stages category with his impeccable re-imagining of E. Honda’s Bathhouse in our recent BRAWL competition, Jordan Walker gives us a bit of insight into who he is and how he got to be so awesome. Currently working at Epic Games, Jordan is part of the Gears of War team - way to steal all the talent, Epic...…