Hello, I’ve been practicing
modeling for 4 months now so excuse me if I am asking evident things here. I
know this is a subject that has been asked many times in different sites and
forums but I would like to get a clear understanding of the whole process of creating
game environment scene. My goal is to create a portfolio…
Hi, We’re excited about the fact that our team is growing and about possibility to list these work opportunities for Senior Unreal 4 Environment Artist and Experienced UE4 Environment Artist in Polycount community. We hope to attract unique talents and skillsets honed by hours and hours of beating on our craft. About the…
Precisely. But when you render with best render, you get a dark border, which shows up in photoshop: your texture therefore won't tile, because the dark seam will be there. OR because you used materials that react to the Sun-light position, therefore the left and right (or top/down) edges of your render won't match ==>…
Progress Update 05: Oh boy - it's been one of those months, I'm afraid. With the outbreak of Corona, and finding myself in the group of 'at risk', myself and my family have been scrambling to make sure everyone is safe and we have the preventative measures we need. As it stands, myself and my family are all safe, and we're…
An update about the current state of the project I've been heavily focusing on it last weeks (curious thing as I've also a (super-cool) job during the day, I should rest more, but instead of it I work like a machine ^^"). So here is a summary : - Now we have a build. Yeah. Game is finally standalone, playable on a (good…
Assuming you're doing things yourself, I'd recommend Unity. Its much easier to rapidly iterate a useful product even if you're "doing it wrong". UDK and Unity are both highly capable, but they each are a different philosophy of "how to make a game". Which one resonates with you, and what your end goal is, will determine…
Here's something from the Polycount Wiki I stumbled across recently, I think it'll improve your roofs quite a deal. The settlement currently doesn't make a whole lot of sense: -badly defendable -why such huge buildings? why do people need this and where did they get the resources? -no place to work? is this a trade post?…
I agree with others that there are a lot of structural problems with the idea and that, between work, personal projects and just general busy schedules, it'd be like herding cats to try and get a bunch of people together to work on a single project. Here's what I gather so far about what people DO WANT: * To see pros and…
adam, Thank you...I wasn't even thinking about doing the occlusion pass, but I do know how to do it and I think your right on the money that this would bring out detail big time. Yeah I haven't sorted out how to approach the shadows...need to look at some nighttime reference and see how the moon casts shadows. Your right I…
Maybe try thinking in levels of detail. A good mix of shape and detail is important to a visually appealing asset. For example, first you think about all the big shapes and get it looking interesting and balanced, good silhouette, maybe a mix of smooth and angled shapes, etc. It sounds like you feel you've got this part…