So, maybe a bit late for some of the splashartists out there, but if anyone is interested; I've created a step by step tutorial for creating splashmeshes. From empty Houdini scene to finished effect in unreal. Check it out! https://sidefx.com/tutorials/splashmesh-houdini-for-games/
Yeahh !! nice job so far :) Really love your texture work ! What software do you use for modeling,texturing and render the scene ? I guess, 3ds max - Substance Painter and Unreal 4 :) Can we see the geometry ?
Any news on fixing UE4 exports to be correct compared to what you see inside the 3DO viewer? Right now you have to adjust the final texture maps a lot for spec / roughness and metallic to behave predictably inside Unreal compared to 3DO.
Hi! I'ts download able? I can't see any downlaod links in here if it is please link to me some or it isnt pls tell me what time able to download, cuz i remake Star Wars Battlefront in Unreal Engine
If you still use v. 902 like me, Peter Stambach's Modo to Unreal baking tutorial: (Bools Kit script video: www.youtube.com/watch?v=EvTDOM7K81E) https://www.youtube.com/watch?v=Y8MS37pPQ68 https://www.youtube.com/watch?v=2vayNaWs_3Q
These shots are a bit too bright/washed out but here are some shots of the new areas. Really have to call this done very soon, so as always comments, crits and questions are more than welcome. 'Unreal dude will take the sword unto he'
the main issue with Zbrush normal map baking, it's not synced with tangent space data from the model, that unity (unityTspace) or Unreal engine 4 (mikktangent) deals with. So best is to find the baker that make your normal map to match the game engine requirements.
Agreed on the anti-climatic title :) Yes, this would definitely be suited to creating a modular kit. There is an extensive section on lightmapping in the Unreal docs. That's the first place you should look as it gives many examples of when/why to use different unwrapping methods for lightmapping.
Currently i'm working on a scene that is an adaptation of a TV show which will be taken into Unreal 4. Moodboard My current progress of the section of the kitchen, Relatively low polly at the moment until I have the full scene complete and start baking the maps in Substance.
The work here is absolutely unreal. And pretty nice to find you guys on PolyCount, I think it's pretty cool to see you guys sharing the results with other 3D artists. Definitely inspiring, and good to see these HD monsters in the game! Good luck!