Project Name:The Legends Gate:Battle Of Sorrugar Studio: Inbound Entertainment Engine: Unreal Engine 4 Platforms: PC And Mac(Steam) & Xbox One/PS4 (Very Far Future) Team Size: 3 Compensation: Royalty/Payback After Funding Roles Required:Environment Artist/3D Animator/Level Designer Requirements: [3D ANIMATOR/ENVIRONMENT…
I've been working on an RTS game for iPad recently. Here's a prototype video: [ame] http://www.youtube.com/watch?v=ARdTf4Mgym8[/ame] Week 2 - This video has an audio commentary explaining the game's controls. [ame]http://www.youtube.com/watch?v=hnobGheYaXM[/ame] Week 3 - This one shows some of the software and tools I use…
This was a two week project for a game called Arconia. Its a modular ship design that the player will slowly upgrade. Its being developed in Unreal 4 engine, it looks just alright in Sketchfab, there is alot I can do with detail textures in Unreal 4. Plus emissive channel in Sketchfab is crap.…
Looks a lot better, but I still think some things are missing. I did a paint over of the 3/4 view and right side of the front view. I dont have enough information for the side based on your refs, but it does look a little strange. I would overlay it over the old ones and toggle layer visibility in photoshop to compare. 1.…
I've spent the last couple days testing out Mudbox 2010 demo, trying to give it a fare shake as to how it would work with my work flow. I started a posed digital maquette style model. I was able to divide to about 1 mil poly's, and start sculpting the way I like. That was great. I could move the points, carve in forms,…
I always go on Brandon Graham's PROPHET now hear me out: It's the continuation of a Rob Liefield comic but don't worry about that, you don't need to read his weird 90's meathead comic about Image's Captain America-like. It's set 10,000 years in the future where clones of John Prophet (the aformentioned super soldier) make…
I've got to agree with both Leinad and Swarm. Your scene is far too saturated, when fresh blood is a bit darker, and dried blood is more of a rusty colour. I'm guessing you're using bump mapping on the walls because that's not how bricks sit I'm afraid. When doing a brick wall you should bare in mind legal regulations are…
Hi! I wanted to share a bit more of the math to make sure it's clear what's happening. So UE4 uses range of 0-1 for specular which gets multiplied by 0.08, and as previously stated this only gets used for nonmetals. So the default Specular of 0.5 gives you 0.04 aka 4% specular reflection for dielectrics. The reasoning is…
@GrzegorzJeka I'm gonna give you some advice. When you sit down to make your next round of changes, try to do them quickly, because there will definitely be more changes to make afterwards. These first round of changes will simply help you get into a better starting place. I'm glad you found the courage to participate, so…
you said you have 4 shaders with 4 512'x a piece? so this whole object could be made up of 1024x1024 pixels worth of texture space even if it is broken up into smaller maps. A high poly would be good for multiple reasons, you would get nice bevels on most of the edges that would catch light niceley, it will give you a…