[ QUOTE ] Most interesting thing is the seemingly seamless scene transitions. [/ QUOTE ] Try saying that 10 times fast. I'm looking forward to this game, quite nice to see a game I saw a trailer for way back when Shadow Warrior came out get resurrected again. I was looking forward to this game back then, and I often…
Hi there! Haven't been there for a while! I'm happy to share my latest Unreal environment where I had a lot of fun experimenting with multi-angle light photogrammetry, gaea and speedtree. See the artstation post for full breakdown! https://polycount.com/post/discussion/www.artstation.com/artwork/x3gVr2
Looks like it's coming along man. I think you can finally call the high poly done for now. You'll see where any problem areas are once you bake it. I'm sure you'll get a clean bake, but if you don't you'll have to go back and adjust the high poly/low poly and rebake. My only suggestion if they don't cover it in the…
I’m having two issues with my textures in a material. The base color fades a lot when adding it to the material, and the Ambient Occlusion input seems to do nothing, so I had to multiply it with the base colour instead. Here’s my setup: This is how the colour is supposed to look: As you can see it is way more saturated…
Nice! Welcome to Polycount! And thanks for starting a thread. It’s a bit bland without some nice lighting to bounce off the hair. Also really noisy. What renderer are you using, and can you increase the quality settings a bit? Some rim lighting could help a ton, look up 3-point lighting for ideas. We have some resources on…
Ahh I see the deadline has been extended. That makes me a little glad, I've been busier than I expected and with little to no sleep my energy for projects has been super low. I'll see what I can make up in the next few days to try and get the ball rolling again. I did have a trim sheet made to see what a texture would look…
a simple box with a normal map applied I get horrible lighting seems. only on the back shaded side though, the front looks fine. I have separate smoothing groups on each side plenty of padding on both the Uv channels All my faces are separate in the UV layout I have made changes in the UDkEngine.ini file including I set…
I bought the horror game engine package. How can I use it in my own environment that I set up in a different project? Do I need to swap out the exisiting static mesh in horror engine with the static mesh i created which has a totally different layout, or is there a way to just copy the blurprints and add to my static mesh?…
A handy reference image for ya. Her eyes are set far too deeply for the average asian. The orbits should be pretty subtle. I think once you've got that tweaked she'll start looking far more oriental.