Hello, This is a scene that I've been working on the past week. Inspiration is obviously the UE5 demo. It is meant to showcase my pseudo GI solution. I know this is the 3d art sub-forum so i wont go into details about that. So, nothing fancy, just a heavy use of megascans assets (>90%). I started by importing the assets…
Job Description Unreal Engine 4 Senior Systems Designer About the Position: Visual Purple is looking for a UE4 Senior
Systems Designer for full-time on-site work at our Boise, Idaho office. This is
a full-time position. The ideal candidate would have experience working with
Unreal Engine 4 in creating compelling gameplay…
About Our Project: Attention Environment Artists, We are seeking environment artists to join our team and finish developing Hanako - Soul of the Samurai. You must have experience working with 3ds Max, Photoshop (texturing), Zbrush (high->low poly projection techniques), experience using UDK and/or UE4 (I can teach you UE4…
Hello! This is a project I've been working on in UE4 for the past few weeks. I was wondering if anyone has any feedback I could use for my next projects. Also let me know if I've posted this in the right place. This is my first polycount post so I'm a bit of a newb =0 Thanks guys!
Afternoon all, I realise this is a games focused forum so probably very few Rhino users - jut wondering if there are and how you export to 3ds Max? I export as .dwg which is fine except for if I want then to go into UE4 as it triangulates all the meshes. Just wanted to know if anyone had a workflow where they get cleaner…
I threw together a quick video that explains a bit about lightmap resolution and how it affects your shadow quality in UE4. Hope it helps, if you have any questions please let me know. Cheer! Video Link : https://youtu.be/I2kl-dcPtwI
It's time to get going on a large environment piece. The aim is to get in some modelling practice, ZBrush sculpting and to get even better acquainted with UE4, Substance Designer and World Machine. The pastel orange rock will be covered in lush green foliage and the canyon troughs will be filled with flowing water. Below…
After spending lots of time on UE4, I finally managed to finish my first project. I m pretty happy with the outcome, tho there s a lot of things I could have done better, like my models, light and shadows, as well as my materials... I am still very happy to here any comments or techniques to improve my next project. Also…
Hey guys, how things are going on with non-square UV maps (ex. 1024x2048) these days:) Basically talking about this technique (http://polycount.com/discussion/65234/rectangular-uv-map/p1) I am particularity interested if it is used for UE4? Does the use of 1:2 texture can cause some problems, for example with mip-mapping,…
Block out is looking good so far! I would recommend throwing in a stand in model of a person to check the height and proportions. The door jams look a bit too deep and add more reflections or light to the window above the door. The following link is a good source for sizing and double checking.…