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,…
NDA makes sense nowadays, but it's kinda concerning towards people who are thirsty for UE tech info. Funny thing, I can only guess about the features UE4 is capable of, and those who're under NDA wouldn't even comment my delusions to prove me wrong just because of effin' NDA! :) I've brought together many features from…
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.…
Hey guys after suffering from massive burnout and depression I have decided to get back rolling. I usually use toolbag to render my stuff but this time around I want to have it in an actual engine. So far I have ripped out most of my hair but I am starting to understand it slowly. Here is my mood board Initial Blockout…
Hi guys I have recently created a bedroom interior in UE4 and would appreciate some feedback on what I could improve. I have attached some images below. Also I've already received some advice on doing a lighting setup similar to this but I cant seem to get it to work as my spotlights arent contributing to the bounced light…
I'm modeling a scene in ue4 and I'm confused on the workflow for the assets. Should I model the assets in smooth and unsmoothed moded or should I model them so that they look good in one of the two? I usually model for animation and I'm confused whether it is different for games
“Sol 426, after traveling 1,389 light years from Earth, Galileo and her crew has decided to rest next to HD567910 to celebrate the holidays. Commissioned in 2365, the Galileo was the newest research vessel of the explorer class. Outfitted with the latest in long-range sensory apparatuses, it is designed for long-term…
Hia! So I'm trying to wrap my head around SpeedTree in Unreal 4 and I'm having some lighting issues - which I'm guessing are somewhat related to normals? I've previously created trees in Maya successfully - but I'm getting some strange, ugly shadows in my new SpeedTree ones. Here's an image with the bad lighting. In the…
Dear Polycount Team, Here are some screenshots from an American Diner in UE4 I am working on. It would be great to get your feedback on the current state of the scene to get some external feedback after staring many hours on my monitor. My next steps will be to add more details to the scene, especially on the walls as well…
I know it's ironic that I'm going from real time rendering to offline rendering but it's the only way to pass one of my school's courses. I basically know how to make my materials in UE4 (Base color, Metalness, Roughness, Normals and AO) but I'm sort of confused how to bring that over into Mental Ray, especially for Arch…