Hello there, I have little experience with game engines so I have to ask, does this rule of "free instanced geometry" once a piece is loaded - work in every game engine?
BAMN! poses! finally an update with them :) heres some pose shots of the engineer along with detail shot. just something better to show than the boring a pose for my portfolio. any thoughts?
hey guys, here's something I've done recently - a welder replacement for Space Engineers :) it's just under 4k tris ... what do you think? Cheers, lashman
I've been developing my game in Unity so far but because it lacks too many features to continue I decided to port it to Unreal Engine. Everything is working out so far but I have no idea how to port my tree shader. My trees currently look like this in Unity: It uses a shader that dithers certain tangents that are facing…
Hey guys, for all Unreal Engine users out there... I'm an environment artist and I tend to make and render all my environments in real-time with unreal engine, however, The best result possible is found by rendering the scene with the maximum quality as possible and with photometric render, that is the one I always use as…
I think it doesn't really matter as long as you present your skills well. All three engines should grant you that opportunity. But if you are applying for a studio that uses a certain engine and you have experience with that engine, that's usually a plus.
Looks great, especially the sub-d tires. One thing I notice, is your engine is a little lacking. There is no definition to really suggest that it is an engine. I know it is in back and below the upper gunner, but I feel that the engine deserves more detail.
Take a look at: https://docs.unrealengine.com/en-US/Engine/Content/Tools/MayaRiggingTool/index.html https://docs.unrealengine.com/en-US/Engine/Content/Importing/FBX/Animations/index.html https://docs.unrealengine.com/en-US/Engine/Content/Importing/FBX/HowTo/ImportingAnimations/index.html :)
Also, it could be due to rendering differences between the CPU engine (used in UE4) and the GPU engine used by default in Designer. Could you try and switch temporarily to the CPU engine in Designer (F9) to check if that gives you the same result as in UE4 ?