The standard practice in games is... there are no "standards" because everyone has a different pipeline. Different DCCs and different engines. In general, it helps to limit your pipeline to only relying on the game engine as your "source of truth". It helps to try to adjust your DCCs (Maya and Substance, for a common…
Well basically yeah, it'll be based on many shots. That's similar to how we're doing it now. We just build the sets, and when we need to animate a scene we load up the set, animate the scene, and save it as a scene file which will go to rendering later. Scenes COULD be long though. Would you recommend unity? Could you show…
Can someone tell how close Unreal path tracer could be to Octane or Red Shift for rendering images , textures, backgrounds ? I am quite tired of Octane quirks lately . So would like to ask if anyone use Unreal rather not as a game engine but more like a regular renderer? Can it output usual AOVs and do render layers ? I…
The update looks much better, sharp too, and love the engine detail. I first noticed the pipes from the engine and hanging from the ceiling could use more detail/design. I'd like to see the engines on a slightly raised platform, break up the floor/walls with trim, and more techy trim for the top/bottom foreground. Do you…
Hello All, I am new to this community. I am working on some projects which need unreal engine programming. Can anyone suggest me which unreal engine tutorial is best? or Does anyone know the best tutorial in the paid version?
I helped someone a while ago find Unreal Engine 4 developers in Europe. Now I need something similar. Are there any game studios currently or planning to use Unreal Engine 4 in the great white north? Doesn't matter if it's indie or AAA.
This is one of my most recent models which I made for "Space Engineers" game. Did concept art, modeling and PBR texturing of this hand tool. Used Quixel Suite for base material block out, and then did some manual work also. Used Zbrush for highpoly detailing and xnormal for baking it all to lowpoly. Already available in…
Have you guys seen this? Holy crap. The damage and particle systems look super impressive. Though, with the name of the engine, I was hoping for more than just a shader change for snow on the ground. I was hoping for something a little more detailed. Snow piling up in corners or whatever. Either way, this is damn…
Morpheme and Euphoria are middleware, you don't use it to animate but it's a system of getting secondary animation baked into specific nodes (in Maya) so you're engine can use their other components to extract the data and apply it to the animation in the engine. Most engines have systems to handle this kind of stuff…