Hey all, I just realized that I hadn't posted any of the Galaxy Heist interior I worked on last year and now that the kickstarters out I though I'd show it off - All these shots are directly from UE4, such a great engine to work with artistically and was bascially my first foray into PBR. [ame]…
I am having issues importing a rigged and animated model into Unity and Unreal Engine 4. In UE4 I get a multiple root error and cannot import while in Unity the model imports but the animation breaks and portions of the skin do not move with the rest of the animation. Please help. I attached links to the model's hierarchy…
Hi, Currently about to embark on creating a character rigging pipeline for a personal project. Have several characters that are sharing the same topology. If you currently work in AAA that works fine as the contract is open to part time as well. At that point you would review ongoing work and point us in the right…
I started to integrate my meshes and textures into UE 5. For the head, I am using now 2 materials, and also I want to test another one and decide which is most useful for me. The first shader is by NICK RUTLINH, link here…
I am looking into terrain map work flows, how do you do yours? World Machine, obviously but what else is there? - http://www.world-machine.com/ I have not tried Houdini for this yet? but it does look good. I have worked out a pipeline from Mudbox to UE4. I exported 32 bit TIF data from Mudbox and then converting it in…
Maybe it would be a good idea to have the option to vertex paint moss inside of Maya? I've seen some posts from Jonathan Benainous where he vertex paints things how I describe, but I've never done that before. You'd have to create a custom shader inside of Maya's Hypershade? Wouldn't it be better to create this vertex…
I have finally gotten my model into UE3 and textured, but the texture seems a little flat. The normal and specular maps are good but not producing the effect I want. Looking hard at the model I realize I need a portion of it to seem reflective. I have seen these surfaces all over Mass Effect. Now I am wondering how to…
Hey Polycount, Around a year ago I got to work with FX Artist Tim Elek on making a sample Showcase for some of the effects in UE4. I was responsible for the modeling, meshing, texturing/materials and lighting/post-process in the level, while Tim did all the effects. Mark Morgan contributed the statue piece and Michael…
For those of you who've worked on assets for VR games, you may know that normal maps don't appear properly when trying to simulate large details. it's difficult to explain to people who've never used a VR headsets, but your binocular vision essentially makes normal maps look very fake unless viewed from head on, so they…
So I've decided to take the leap and share some stuff I've been working on. I'm relatively new to UE4 and Hihgpoly hard edge stuff in general but figured might as well go big on the first try. Tools used; Blender/knald/substance painter for mech Landscape; Megascans,Substance designer, Photoshop,NDO,Unreal Fauna;…