Just an FYI, Unreal Engine 4 is free, you can go download it whenever you feel like it. Nope. The way Unreal and Blender render materials is totally different, afaik it is not possible to get an accurate result (as in something that will look the same in UE4) out of Blender because it does not use PBR (although some…
Description: We're Drop Games, Inc. a newly founded angel-backed gaming startup, and we're growing our team! We're hard at work on a cross-platform fighting game built on top of UE4 and AWS. The project is past its prototype stage and we're rapidly accelerating development, which is why we're looking for talented…
My first PBR character, based on Veronika Firsova's incredible concept. https://www.artstation.com/artwork/8eLQEn This project would not have been possible without the guidance of Vincent Ménier, who mentored me throughout the whole process and helped me better appreciate a traditional studio pipeline.…
You haven't specified which studio you're looking at. This like that other question which put a generalist character artist against a generalist environment artist for a random environment artist position really needs to be more specific about the requirements of a job. I know of several game studios that have never heard…
Fallout 4's' Modular Level Design Excellent tips and primer on building modular kits and environments. This one's available for free. Technical Artist Bootcamp: Shaders 101: Foundational Shader Concepts for Tech Artists Great introductory concepts for those looking to get into some shader work. It's mostly done in UE4's…
Update! So I spent most of yesterday blocking in my materials and adding details with ndo. I have been playing with different lighting setup in UE4 using skylights and ambient textures hooked up to the camera. The reflections are a little fuzzy at the moment and not totally sure why. My basic plan of attack is to start by…
http://www.artbypapercut.com/ http://wiki.polycount.com/ By maps do you mean textures? If you want to learn about the latest "next-gen" texture maps, here's 2 good articles. http://www.marmoset.co/toolbag/learn/pbr-practice https://www.marmoset.co/toolbag/learn/pbr-theory Along with 3ds Max you might want to learn a…
Thanks for taking the time to write that, I really appreciate it! You have a good point. I was working on a car which is 40% done but I'll put that on hold for now since it's pretty generic. I'll start looking for something more interesting and unique to make. I'll post a portfolio progress thread here as soon as I find…
Creative idea, though your really have some huge design flaws when it comes to function. In an other universe ey? ;) Your material definition is completely off. You've wrote glow but I guess you mean gloss? Can you use the names that the Toolbag uses? And btw, the reason it looks different in sketchFab is cause it's using…
@Robert_H First of all, you should look into PBR, which is a new style (method) of real-tome rendering. And UE4 uses it so I highly recommend looking it up. PBR uses 4 texture maps (albedo or base color, metalic, roughness and normal) and AO map is optional and it is not advised to put any AO info into the albedo or base…