I wanted to share some articles from Dennis Detwiller who had an interesting career from working on Magic the Gathering to being in AAA and establishing his own ip's in pen and paper role playing games. https://www.linkedin.com/pulse/escaping-video-games-dennis-detwiller/…
Some more updates here! Had some hand-ins last week so had to stop working on this for a while but I've picked it back up to finish off the texturing and try to go back over the Lighting/PP settings.. hopefully I've created something a bit more interesting but I still feel like I'm a bit stuck in some areas.. Things I've…
Hey Everyone! Here is where I got to for this Challenge! A screengrab from the substance painter viewport I phoned in the texturing a bit due to family stuff going on over the last and next week. I'm missing some of the details from the concept but overall I'm pretty happy with how the bakes turned out. Lowpoly - about…
IMO you don't need the street and sidewalk to be attached. That way you could save some tris. And the street itself doesn't really look like asphalt, maybe you were going for some other surface? Also, some cracks in the street and sidewalk would add some realism. Maybe not this extreme, but...…
When I began using ZB I often made the mistake of asking exactly what brush to use. This simply can not be discussed when it comes to ZB brush 'feel'. The best thing to do is find out by experimenting. A lot of the trim/polish brushes need practice to get a 'feel' for the brush. So just get in there and sculpt with…
Hei you! -Add trims (both in models and textures) to places with hard 90 degree corners, like the lamps and where the walls (or anything else) meet the floor. -More texture! Right now everything looks to be made out of the same gray smooth metal. For example different texture trims would bring more variation to the scene.…
As I understand it with alpha clip the transparent pixel are the problem because every transparent pixel on top takes extra rendering time. While with alpha blend its simply all pixels are considered transparent and add up. Yea, it should trim existing cards. That approach sounds interesting, not so sure if a grid pattern…
@Ashervisalis On starting the
mentorship program I mainly wanted to improve my buildings and
foliage. You choose what you are wanting to focus on and the project
that you do with guidance from Ryan. I've quickly listed what I
learnt below – although keep in mind I wasn't a complete beginner
at some of this but Ryan helped…
BASIC STONE MATERIALS I started by creating a basic model in the editor. I did not have very early drafts so I’ll show you a completed sketch of the model with the approved proportions: In my work I planned to use atlases, trims, decals and some unique texturing. Therefore after importing the model into the engine I…
Hey everyone, I’ve been trying every possible way to create high-quality grass (clumps, density per m², etc.) that is optimized and functional in Unreal Engine 5 with a 4070 Super. I’ve looked at some presets (like those from Quixel Bridge), and noticed that a single clump of grass can go up to 6000 tris — but with Nanite…