I decided to make one thread that I would use to share my work from now on. Saves time and space. After the great hard drive failure of 2011 where I lost my Jurassic Park project I decided to cut my losses and start something totally new. Below is what I have of my new project, a UDK based environment based loosely on the…
So, quick update, this is my blockout; all done in a more "modular" way (read: not really modular ), in UE4 i have an HDR and some some 2 second lighting but its mainly been a struggle to get these pieces to work with eachother. Circular and modular assets do not play well together, thats been the main struggle so far.…
some great information here :) I think that in the new MODO you can create entire levels and export it directly into Unreal/Unity. I haven't tried this yet but I am going to once I figure out the fastest way to get collisions/lightmaps to export into UE4 from MODO. Regarding level design I have seen 2 popular methods: 1 is…
Ahh so yea block it all out in unreal so that way you can quickly test any mechanics you build, then start to dissect your level into objects and pieces that you can make modular. The workflow from then on out will be to create any modular assets and set pieces in maya as well as any props. Unwrap and texture in you choice…
Hello Thanks for the advice! I've done a little experimenting and research and I've found a way which works for me - or at least the best that I can get it. The way I've come up with is to use modular pieces all of which have a maximum of 10 chunks. 5-6 of the chunks DO NOT turn into rigid bodies, while the rest do, to…
Collision and lighting calculations are a couple improvements. Object culling is another big plus for using instancing. Instanced triangles are always better than non-instanced. I can't copy and paste from the UDN as far as Unreal goes, but it is definitely a big improvement. Remember that you will always draw the entire…
chris1988green:Thanks for the sub! :D littleclaude: Thanks! Yeah i'll post up some wires right now. JasonLavoie : THanks yah sir :D rambooze : Thanks rambooze! I'm a huge fan of your toxic caves! That came out SO good! jk_virginia: Thanks jake! I'll give that a shot before i bake it down! [HP]: Thanks HP! I'ts going to be…
I have only a small support for you because im in a similar postion :) I like the overall quality of your work, but as the others said, its not that much to show. When i look at the stuff youve done, the only thing that really gets my attention is the helmet. Quality and creativity way higher than other models. Reminds me…
Hello, everyone. I've chosen Krzysztof Maziarz's( https://www.artstation.com/krzymsky ) concept art to practice on making modular assets and learn how to use substance designer. I was hoping to improve my skills more overall in modeling, texturing, and lighting. This project will be a portfolio piece. Right now, I'm…
WhimsyTown Vol. 1 – Scenery Essentials is a stylized 3D asset pack designed for Unity game developers and environment artists. It includes a charming collection of low-poly props to build cozy medieval or fantasy townscapes. This volume features handcrafted scenery elements such as market stalls, carts, barrels, fences,…