No! I spotted a flaw in the engine - the smoke from the explosion doesn't cast a shadow! (only the debris) hehehe Honestly though, I hear nothing but the highest of praises for Unreal Engine 3. I wouldn't doubt it in the least that the engine is capable of shadowing like that.
Been awol for a bit. Travelling and enjoying some time on the road. I got the main shell into unreal, but its unlit, so I'm not going to show it quite yet. But here's the begginings of my highpoly for the Generator thingy in the middle background of the concept. Cheers!
Everyone has to start somewhere, you know Most of the people on here have some very humble beginnings. For a 14yr old though, that's pretty damn decent work, especially for Unreal 1. Just keep it up, it certainly gets easier with time.
It is just a simple environment presentation about 400 Unreal Units big, so not very large in scale. But yeah I do like the idea of the camera being attached to the player to give the illusion of swaying in the ocean, how can I pull that off?
It was said 3D would replace traditional 2D animation, and look... 3D Scans and photogrammetry are good for games with "realistic" people and environments. Did you watch the unreal engine ps5 demo? the female character doesn't match/fit in the whole. It looks weird!
Plus 3D painter like Mari or Mudbox does paint across UDIMs. Substance Painter does have a UDIM version in beta. Unreal does support UDIMs. https://docs.unrealengine.com/en-US/Engine/Rendering/VirtualTexturing/Streaming/index.html#udimsupport
Added more Small Assets and Make the look and feel more interesting. I will add more small objects like pebbles , roots etc to make it more Interesting.Now I am going to export this to unreal and start the detailing and polish. Dec'17
does xnormal support Mayas tangentspace? if not, ignore maya and check it in your target engine. say unreal or unity on the mesh side, get rid of the ngons, triangulate before export, the exporter or importer in xnormal might triangulate differently than maya does
Hi All! Me Again! I just finished a "Making Of" like video. This shows some of the steps taken when making the "Unreal Engine 4 - Photogrammetry Graduation Project" scene and video. https://www.youtube.com/watch?v=ZJYndiPxKWU Greetings, Danny
Yep, 2.5D could be the way depending on your camera setup. The another thing that could work and would be fairly cheap is the "ryse moss technique" Or even parallax with a few steps\iterations. Or a more simplified implementation of that - See "Bump offset - Unreal Engine"