It's bad planning to just make piles of assets and assume they'll get used. It's better to block out the level, and create concepts or gather reference, and base the number of environment assets off that. If level designers haven't finished making the block out you could make a test environment. Keep in mind that there are…
@Dmorgan Absolutely not too late! Glad to see you're keeping up with it and working to get it all finished. =) I'd say you have a good shape going on with everything in place. At this point, I'd just refine the texture work you've got with it. Right now it looks like you're using some noise textures but I would recommend…
This is what we do as well. It's a bit of a pain, since I don't believe this setup allows for the refreshing of sbsars. If I update an already existing material, artists have to reload the program to get that change. Am I correct, since the refresh option is only limited to an asset that was imported to their respective…
Hi, I am looking for someone to setup my menu. Most of the interactivity are basics, tho 2 options are a little more complex, please look at the video to see this 2 options needed in-game. https://polycount.com/discussion/212609/creating-lines-and-surface-for-in-game-similar-as-google-earth#latest If you have the skills…
That looks amazing, great work. Personally I feel like it's only missing a few nicks in the paint. Both to sell it as a vehicle in rough use and to get those beautiful metallic highlights where the paint has stripped away.
ok, so im in zb 4 now, been trying to figure out how to make spotlight work for me. i found out a ton of features i didnt know it had but i cant seem to get it to work like an image plane should. i want to line it up with my ztool and have the transparency adjusted so i can see both the reference and the tool and be bale…
Hey everyone, I struggle to understand how to best approach UV-unwrapping/baking the normal maps for these rocks. I'm using Maya > Substance Painter > Unreal pipeline. There are visible seams in the normals in UE and I don't really get how I'm supposed to prevent them. All edges in the Maya meshes are soft using Soften…
Here's a quick video to hopefully highlight the problem a bit more. https://files.facepunch.com/mattisaac/1b3111b1/2018-01-31_21-29-49.mp4 I've managed to get it baking with Xnormal now too but I think when it uses the normals as a base to bake on to a different set of UV's it uses the new mesh/low poly's tangents - where…
Sorry, I guess I wasn't clear enough. This link from the post https://oliverm-h.blogspot.com/2013/10/wip-parallax-corrected-cubmaps-in-udkue3.html Has images on some german image provider abload.de that shut down in 2024 and I can't even get them from the internet archive. I thought since the dropbox link is dead I could…
One thing that immediatly hit me when looking at your first scene is a certain inconsistency in material usage. While the outer walls of the cathedral are made from big rough stones the style of the door-arc is much more refined, intact. I don't know how to express this: Your outer walls scream: medieval gothic cathedral…