Maybe preventing specific objects from casting shadows onto themselves could be a fix in a way that doesn't create any other noticeable issues. And the AO map would then compensate for the areas that will be getting less shadows as a result. Disabling Mesh > Cast Shadows does this, but that option also prevents the mesh…
https://www.unrealengine.com/marketplace/en-US/product/skinned-decal-component As you know by default decals do not follow the bone deformations in Unreal Engine, this plugin allows you to project decals that follow bone deformations on skeletal meshes. https://www.youtube.com/watch?v=8mpjmf9cHos
Starting this sketchbook to track my progression and have a feedback from community. This is my the very first finished model. - One texture set - 4k - 1293 tris Render in Unreal Engine 4. Sketchfab version on my page https://www.artstation.com/artwork/dOeKBA Ready for feedback =)
SO I am doing this small level and a perfectly normal mesh appears broken in UDK. I am using the unreal actor X static mesh exporter. In Maya displaying soft and hard edges. In UDK with some faces missing. Any thoughts on why is this happening?
I understand that speed tree doesn't work with foliage tree in Udk. Does this work in Unreal engine 4? Also I am trying to make a prefab of the grasses I made with speedtree. The prefab seems to be empty whenever I drag it from the content browser into the level.
Funcom in North Carolina is looking for an Animator to join the Durham studio to work on existing live games and upcoming projects. Expert Unreal 4 skills needed! https://funcom.teamtailor.com/jobs/38170-animator If you or someone you know has questions send them my way!
Hi everyone, Here's a few characters I finished off for a game in development called Breaking Point Standalone. Details of the game in their greenlight page http://steamcommunity.com/sharedfiles/filedetails/?id=711857856 High poly renders are in keyshot, ingame renders are in Unreal Engine 4. Cheers!
http://arstechnica.com/articles/paedia/gpu-sweeney-interview.ars interesting interview with Tim Sweeney (Unreal Engine). It goes along the same lines as recent statements by id software trying to push the CUDA/likes further and replacing the dx/ogl api models. Interesting times ahead =)
Hey this is my first post, I recently just finished this piece and any critique would be helpfull. Also if anyone has good advice for lighting I would appreciate it. If anyone is curious I used 3ds max, Quixel suited and Unreal 4 for this project. Thanks.:)
Currently working on a dragony type creature.This is what it looks like in Unreal Engine at the moment: Based on concept by Sam Nassour: I'm planning to do a bit more work on the textures, and then I want to try rig it and do some basic animation.Any critique or advice would be appreciate :)