Hi guys, I'm a 3d artist starting a Normandy SR1 remake (interiors) for my portfolio, using Unreal Engine 4 and targeting "next gen" specs aka PC/PS4/X1. Basically make it as top quality as possible, the "ultimate" Normandy. I'm undecided on the visual direction of the project, and this is where I'm asking for your…
Did a small research on anamorphic lens flares in UE4. I wanted to add it to my scene, but it looks like things are more complex than I thought. Quick summary: - You can't make it via image-based lens flares in post-process volume. Even more, those lens flares are extremely expensive, so I can't recommend you to use them.…
Hi Everyone, My current client is using UE4 and I am seeing the same issues as UE3 with seams when using symmetry. Letting unreal calculate normals and tangents fixes it- but I was under the impression most people were using a mikkspace normal maps and importing normals. Solutions? Are other people still seeing this?
You can not use a specular map like you can in Marmoset Toolbag. The specular input in UE4 isn't what it seems, what it actually does is act as a multiplier for non-metals, its basically a cavity map. How the metalness map works is, for metals (white in metalness map) the specular intensity/color (reflectivity) is pulled…
Hi polycount, I want to share my latest procedural experiment with Houdini to UE4. For high-res screenshots check out my Artstation: https://www.artstation.com/artwork/nQxAOe The goal of this project is that creating a procedural terrain with Houdini and generating all of different terrain shapes in realtime in the UE4.…
So I'm using a Metal/Rough workflow in painter and in UE. I'm using the environment map "bonaficio aragon stairs" because its at the beach and my scene is at the beach. and lastly I pack my Roughness, Metallic and AO into one map and its definitely hooked up correctly. Yet my metallic looks completely black in UE. Here it…
"Is it possible to transfer a Maya (or Blender) rig directly into Unreal using FBX and keep the weighting?" That's kindof my point : by tackling a tiny portion first and taking it all the way down to the finish line (instead of doing a full character), you'll force yourself to run into this kind of question earlier than…
Hi polycounter ! :) I finished my last project ( you can see here if you want ) so I started a new one ! This one is a bit special , because it will be realistic with UT4 and PBR workflow. It's the first time I will use UT4 and almost the first time I will use PBR worflow so if you have ANY tips to help me , feel free. The…
So ive decided to make the sherlock holmes pub in London in UE4. Not making it exactly the same as it is in real life, but certainly very similar (: Internets been playing up so i haven't been able to upload the progress of it, so here we go: Started off by modelling the LP exterior: Then started working on some HPs: Got…