Scene runs on 4k 60fps without planar reflections and exponential height fog. Wanted to practice modular environment skills, my main focus for this project was to use the same asset as many times as possible in the scene, so for that I considered every object to be unique from different angle... for example those columns…
Hi! So I have set out to make an abandoned/apocalyptic Stockholm Central Station in UE4 for various reasons - but mainly because I haven't done any environments before (been doing more stylized characters). Been working on this scene for a couple of days now. As I'm new to enviornments and UnrealEngine I'll gladly take…
Huge Low Poly Trees Pack for Unity Asset Store Available Now on the Unity Asset Store! Almost every outdoor scene should have trees to look more natural. And this package contains a huge variety of different trees ready to use for your game levels. Just drag and drop prefabs to your scene and achieve beautiful results in…
Not game/engine related, but I've never run into this before and I can't figure out for the life of me why this is happening. Rendering a scene with no daylight system, just two Area Omni's near the ceiling where the light fixtures are emitting GI. If I place a spot light in the scene and add a volume light, it renders…
Current stage; Hi everyone, I'm Anya! I'm a second year Game Art student who's finally decided to do a 3D personal project rather than 2D, since I like to paint a lot. So far I've done some concepts and am in the process of using a whitebox to make edits to my scene, as I think my initial concepts were too ambitious for…
Hi everyone, I have been working on finishing off my Lego Futurama scene. I still want to develop it a little bit further to remove some minor lighting issues where Lego blocks meet, and improve the texture for the Professors face. I would also like to expand the front of the scene too and possibly create the rest of the…
Latest shots Original post ============= Hi guys. I started this scene 2 weeks ago, and it’s my first purely art focused project. The idea behind the scene is that it’s some kind of remote, off planet mining area, and what you’re seeing in the images is the residential complex for the staff and families. So there will be…
In Blender set your camera lens type to Field of View: Set your sensor fit to Vertical: ...and look at the value that shows in the "Field of View" slider. This is your camera's FOV angle. Export the FBX scene with your camera and import it into Toolbag, and write that same FOV angle to your Toolbag camera. It should frame…
Hey yall, I've been working on a Japanese alleyway for my portfolio. The idea of the piece is to keep it as modular as possible. Currently, the scene has 2 different building types: the metal shack and the stucco building. Started the thread kinda late into the creation of the scene, but I still have quite a while to go…
So I'm fairly new to Marmoset 2.0 and I seem to be running into a problem. I've placed all my textures into my scene, but my spec maps in Marmoset appear very blown out and flat and I'm not sure why this is. Here's an example of my spec: and gloss: But this is how Marmoset reads my spec: I have read the tutorial on…