http://wiki.polycount.com/wiki/Hair_cards There is also something new with unreal engine that everyone is all the rave about that you might want to look into. I have yet to so i can't help with that other than pointing it out, best of luck.
I second Orca and the Artstation listings, and I've gotten offers by following and interacting with recruiters on LinkedIn before. Don't underestimate LinkedIn! A few others- * creativeheads.net * jobs.gamasutra.com * #gamejobs on Twitter (Don't underestimate this, either) * Polycount, Unity, and Unreal job forums
I'm afraid not, I've used Unreal enough to know the lights in it can do incredible things, but not enough to know how to tweak it... Could definitely really complement your scene though, I'll tell you if I come across something :)
Here's the video I mentioned above. This animation is all running real-time in Unreal 4! https://www.youtube.com/watch?v=56wIenBR1Zk And a reminder that tomorrow is the last day of our sale, and the last day to get our book on kindle for free!
Tom Looman - https://unreal-engine-4.zeef.com/tom.looman Loads of great tutorials on a range of subjects. Also, Extra Credits - So You Want To Be a Game Designer - Career Advice for Making Games https://www.youtube.com/watch?v=zQvWMdWhFCc
I couldn't find the archived video on Twitch, but for those still interested you can find it on their YouTube channel. Here is a link to a video on their channel called "Unreal Tournament Art Direction": https://www.youtube.com/watch?v=AQ8Dabp4l7E&list=TLW0sr3ckbwa_ZpK7WJd1PXqtjCjhOf4wd
Using explicit normals works with meshes coming out of Maya as well. I bake normals in Maya (AO in Xnormal) with all UV island edges hard, export as .FBX, then import into Unreal with explicit normals, and I get clean results.
Details on 3DSmax export - I find it strange that a forum spawned from Amazon looks so dull, especially when you have Unity and Unreal as a foundation that they could try and remediate, maybe it will get better in time? https://gamedev.amazon.com/forums/
Hi Mobpabst! What's the nature of the screens? Do they really need to be imported video? Are they actually real world footage, or just motiongraphics? If the latter, perhaps it would be better to set up the graphics in the material editor or via the other Unreal UI tools.
In Unreal Engine you could use splines in combination with a plane for that. You can see it action here: [ame]https://www.youtube.com/watch?v=MlgvfEicdwU[/ame] If you want to do it with tessellation you'd have to work with your terrain material.