Hey polycounters! I am glad to finaly post this project here! This is a two piece personal project. In this post is the low poly (around 30k tri) game version of this charming fellow running around in UE4! Soon I am hoping to present the 3D printed version! The goal here was to learn both UE4 oriented pipeline (materials,…
I was just going over some presentation of a new material/shader approach from RAD studios, where they were talking about masked/composite materials. With the introduction of UE4, it looks EPIC are tailoring towards a very similar thing. Couple this with the introduction of 3d scanning, and software like dDo, and it seems…
Hi guys, I stumbled upon this contest quite late. I hope it´s not too late. There is not that much time left for me, but it´s fun anyway and a good learning process for me. I decided to go for the ancient ruin setting. I liked the idea that it´s something from an ancient alien culture. First I took one blockout pic, which…
Hello ! I'm Lise, a new on polycount member. I'm student in video game art, and in a year and half i'll will be searching for job opportunities. I want to improve my skills, so I'd like to have reviews and advice on my 3D work. Thanks for watching and taking time to give feedbacks. :) Here is my Artstation Portfolio :…
Of course yeah - but then I would rather suggest to get in touch with the people who actually wrote the extraction tool that has been used to extract the models ; and/or, asking other fans of the game who've been manipulating the models to make renders, like the many accounts doing so on DeviantArt. They will be able to…
Funny you mention that as, originally, that was my intent. I watched a really good video from Epic the other day about manageable sized projects and I can really relate to what they were saying. Doing big projects sounds cool, especially if you can finish them, but it's a ton of work and it's really easy to get burned out…
Really coming out well here. I'm very happy to see your progress on this one. One thing I feel where you can spend some time on is on the mood and lighting. You're GI is a little bit dirty so that needs some experimenting. Or you can switch to movable directional light and skylight and fake it that way. The scene could…
Hi Hayden. Not a stupid question! Its really just used for smoothing out and deforming meshes with a height map. UDK uses some pretty cool methods of LODing between densities as you get closer or farther away to a surface. My original meshes are pretty low poly. In the end of this project I will post a shot of the scene…
I kind of thought the 'Unlimited poly count' was a bit much. My first thought went o someone with a full blast system able to handle 500K tris with no sweat and a competitor who could only do 10k. Now I know a 10k can look kick ass and a 500k can look sloppy, but it just got me thinking that the comp slants toward those…