Maybe at this point if this isnt vapor ware. It would be good to first. Decide specifically what genre is needed. Then choose what engine to use. Also as mentioned, the mod bit may limit engines and audience. Versus using one of the current "free" engines to build from scratch. The engine has to be chosen early in the…
Im looking for an 3D artist who can use Maya or UE4 to render a 1 min short film, the right candidate needs to be experience in setting up camera and familiar with shader and render engine, render engine can be Vray Arnold and Unreal Engine, etc. DM here, looking forward to hearing from you!
I've been in the process of creating this engine so that I have something that I'm proud of to put within my portfolio, I've been lacking in that area for a while. There's a few things missing from the jet as I couldn't find any blueprints or reference images to match it well enough (it was one of the first few jet engines…
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…
Man, was Unreal Engine always full of these graphical bugs? Ever since I adopted the engine back at launch, every version had a feature broken by an update. Makes me wonder what UDK was like, especially when some of these bugs didn't exist in the older engine.
Depending on your game engine, you may need to offset all overlapping UVs. We do that here with our proprietary engine, and it allows us seamless mirrored normalmaps. But if there are some overlaps, seams will occur. Has to do with the way the engine creates the tangent basis, or something. :)
Unity use the Substance Engine 5 currently. Changing the engine compatibility in your settings will only highlight incompatible nodes in your graph, it will not affect the cooking of your substance (sbsar). You will have to check manually your graph for nodes and property that don't exist in the v5 of the engine.
The Pixel Processor get some nice optimizations on the Directx 10 engine (OpenGl engine on mac will come later). So this perf boost will only be available within SD as Unity/Unreal uses the CPU engine. You can expect this kind of performances on very complex functions:
I don't get it "adding some new engines" and UE4 is an old engine? Probably the most popular modern engine to date. At the end of the day Alec it's up to you guys but rest assured you will have people all over MikkTspace support :poly121: Cheers pete
I am sure it varies wildly from studio to studio and engine to engine. I have worked in places were it's near instant and I have worked in places where it involves a programmer and can take a day or two. Except for Unity these have all been proprietary engines. I feel like this is something that can make or break the arts.…