This thread is a collection of personal work conducted for USO; however some work may belong to others. The UDK Screenshots are also taken from the Editor window to capture to post process. This post contains a basic overview of the game, while others that follow will provide personal assets, texturing and art style…
So, I've been doing some digging over the last few weeks and I will say I've currently moved more off the game stuff to product viz maybe even looking into archviz but I'm still bouncing around a few things. But i thought i'd try and get some advice here as you're a great bunch that really know your shiz. Anyway I've…
1 PRODUCTION PREP Hey folks, This is my first proper post on Polycount, and I hope that I post on here as frequent as I do on Instagram (lol). I came across This concept by Yizard and instantly gravitated towards the design and the potential it has. I sent him a quick message to get the greenlight on modelling this: Snokko…
So I've been doing a lot of ue4 mobile stuff at work lately and needed an outlet to make more interesting art. Don't know where I'm going with this, just sit down a few nights and see what pops into my head. Right now I'm going to push the vine/root growth more with debris and breakup. still plenty of proxy meshes in the…
I wonder why there are export limitations at all. All this achieves is more headaches for people. As has been mentioned in this thread, nothing stops you from splitting a mesh into chunks and combining those in a 3rd party app. I think the LT initiative is great and even as a tech art guy I'd be interested in a version…