Hi!So,I'm exporting some mud texture from Substance Designer to UE5 and it looks drastically different,anyone can give me a pointer why it happens?I've attached a screenshot with the color texture,how it looks in both softwares side by side.
HI, i'm a 3D artist starting to learn UE. I imported my low-poly mesh into unreal and also imported baked normal map for it (directx format). With normal map applied to the model on some details there is a shift in place of UV seams, other details have obvious distortions, and these artifacts appear only in UE, in other…
I created this in UE5 the buildings were kitbashed from Kitbash3D but I created all my own textures for the windows and nearly everything else. I created all the gifs in UE5 as well as the signage, and so much more. took me about 2 weekends. The scene was based on a description from a book called "And Machines Shall…
After a few weeks of work, I’m happy to finally share this Silent Hill 1 fan art. I created a similar project a few years ago, but playing the Silent Hill 2 remake really inspired me to learn more about volumetric fog in UE5. So yes, this is heavily inspired by the visuals of SH2 Remake. For the color grading, I tried to…
Software: Maya / ZBrush / Substance 3D Painter / UE5 Fan art of Minamoto no Raikou from Fate/Grand Order. Rendered in toolbag Feedback and critiques are welcome.
Hello, I am trying to use mesh decal for my models in Unreal, I have made a decal atlas like this: And my model like this (everything is combined into one mesh to import into Unreal): As you can see, the smaller decal face that I am selecting is supposed to be on the top of every other mesh decal. I have also purposely…
Started this last year and finally got around to finishing it. Some more shots and breakdown images are on my ArtStation post here. Open to critique on both the project and portfolio presentation :)
Hi! I've started working on a new environment for my portfolio and encountered a problem with the lighting. Lighting has always been a weak spot in my projects, and I've often heard that it's important to set it physically accurately if the environment is realistic. So, I consulted the Unity cheat sheet and decided to use…
hey guys, Was wondering how to animate these holes for an alien skin to open and close randomly using UE5 NB: it's all made in a substance designer to be used in UE5 for a game. (so basically its a procedural texture using tessellation and not a model) Thank you