Thanks guys I will be populating the scene with more tombstones when I start building it out. I have a couple pieces to create modular headstones although I plan on creating a couple more. In regards to the fog I am still playing with it a bit and will be working it out. I still plan on more trees I just threw the tree in…
We've been talking about this in house quite a bit, hopefully we can do some sort of zbrush integration at some point. Yes, tessellation/displacement and the skin shader are not mutually elusive. With our modular shader you can create any number of combinations, including displacement or parallax with the skin shader. To…
Back! Started to break up the scene into modular blocks yesterday, I got distracted by Ace Ventura movies and didn't get much else done... I have updated ue4 to the latest so I should be able to chuck everything in there soon and build it with my block out assets and just replace them as i make them. I Modeled the highpoly…
I am familiar with both. A Unity game I developed a ton of modular characters for is about to be published, so I'd hope that would be enough to show I understand how models work in a game engine. It's just a matter of taking a week to do some studying and messing around in UE4 to get the same quality I'd get in Toolbag.…
Sorry I was just putting it out there. As for college I feel confident in what I'm learning . I'm almost done anyway so the debt is there already. I'm learning from some people from ID software so it feels relevant. I'm working on plans to do modular sets. I enjoy that sort of stuff. I am getting into substance painter but…
If you have polygonal leaves, you can apply white material to the foliage, and put a black background behind them, like a plane mesh for example. And then you could bake a color map from that, which would be your alpha map at the end. You could also spit the ivy into smaller parts and bake them separately to get more…
If it's a separate object, it has to make another drawcall, doesn't matter if you're using a shared texture atlas. Making all those separate objects have the same huge texture is just making that drawcall more expensive. Texture atlases are only useful for static objects that can be combined into one object, such as a…
Take a look at CryEngine's road system https://www.youtube.com/watch?v=e-QFE0AJM3U If you need to generate roads by hand, there are many ways to help speed up the process. We have some links here worth checking out. http://wiki.polycount.net/Multitexture You might also find this recent thread interesting Modular builder…
Agreed. Not sure I understand how to get arches similar to what I want from a tiling texture... but I'm pretty new at modular modelling and super optimized workflows. So baking high rez models to a low poly works best for me in this case and gets me the best visual result. (Although not the most optimized method…
Great work on the scene! I am really liking the modular pieces brought into Marmoset [you have the same workflow as me haha]. Reiterating what has already been said, the lighting could use some work but I think that the materials could be cranked up another notch as well. Try thinking of the metal as wet and then work on…