Another RTX test in Unreal Engine. More stuff like this here: https://polycount.com/discussion/157279/the-wonders-of-technical-art-unreal-engine/p4#latest
WIP texturing of The Door. Screenshots straight out of Unreal engine 4. Rock and mud are just placeholders as of now. Lots of learning with Unreal Engine 4. Cheers!!
I am sure UE4 handles this within engine using blend spaces. Here is the documentation: https://docs.unrealengine.com/latest/INT/Engine/Animation/Blendspaces/index.html
All for the game engine route here because if your assets look good in an engine then you know your shit. Below is a good example: http://www.aldenfilioncg.com/
Wow this looks great, is there any talk of the Dunia Engine 2 being released for us to monkey around with? :) I would love to get my hands on that engine.
Ensure that your UVs are properly unwrapped and that there’s enough padding between the UV islands to prevent bleeding. Look for any potential issues in your mesh such as overlapping vertices, non-manifold edges, or flipped normals that could cause baking problems. Autodesk Civil 3D 2023 for civil engineering. Adjust your…
looking good! Maybe it would be helpful to paint height maps and use a utility to derive normals from those? e.g. Substance Designer or I believe the engine library even has a material function for that.