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.
I know you said Unreal Engine, and environment artist, but if you were willing and/or interested, I have some work on a Skyrim mod involving character modeling/rigging, as well as buildings. My email is robotnik123456789@gmail.com if you are interested.
There was a really interesting thread from jacob07777 about building modular assets, how he went about unwrapping and modelling the different parts. The parts be built are also on the Unreal marketplace but the thread is here. http://www.polycount.com/forum/showthread.php?t=144838
First pass of textures in Unreal. I haven't made textures for use with PBR so I imagine I'll need to take a few stabs at it... If anything looks horribly wrong here please let me know. Thanks as always for feedback!
@Lawrence Preston: Yeah, was struggling a bit with that one, decided to flip it round a bit and have the throne be an upturned hand. Hand is a bit mangled from a hasty skin job but the general pose reads better. Probably start moving into unreal next.
Okay guys, I managed to get it to work if anyone is interested in doing some simple animations for unreal without having to use bones and or blueprints. As well as baking animations, i also Re-sampled all the animations and exported the Curve Filters.
There are plenty of auto rigging solutions for maya/max. Epic have a rigging toolkit for maya that comes with an unreal engine4 sub. Automatic skinning tho... probably not, and tbh its better to do it yourself than to purely use something that auto skins
SpeedTree shaders in Unreal are pretty good, and it does a good job of generating billboards for you with good normals. I suspect there's nothing revolutionary about what they're doing, they've just spent a lot of time and resource on getting them as good as possible.