The hero drone's main part is the core which contains most of the electronics and the batteries. By itself it's not capable of moving so it needs to be attached to one of the modular engines. Currently only aerial modules are implemented but later I want to make some ground units as well. This is the drone with the…
About normalmaps & engine. it really depends on the exporters and so on. Your 3d app will use its own way of generating the tangent vectors for the mesh before it "renders" the normalmap. If the exporter will actually take those and bring them in your engine, the results should be the same. However I guess most engines do…
Hi guys, and thank you all for the good criticism on aesir's model. I'm the guy doing the programming on this project, and thought I'd drop in and say a few words regarding the engine aspect of the project. The engine is entirely custom made, since I enjoy messing about with the more low-level stuff. We're using Quake3…
I'm pretty sure it'll be capable of that. Most newer engines which support normal-mapping also support mirrored and flipped UVs. Doom3 engine does, so I'd be very surprised if the Unreal 3 engine didn't.
that jet engine looks brand spanking new to me. With the rest of it looking so worn that engine should have some wear and tear. Look up some jet engine pictures. Usually the heat discolors the metal a bit.
Question regarding the rules, mainly this: *Upon completion, supply 2 images of your model in-engine. Does "in-engine" include only per-se game engines or can we use Sketchfab or Marmoset Toolbag?
I am really loving this work. The textures have so much life to them even this elevator engine which isnt the most interesting of pieces looks spectacular. The game engine must be really cool! what engine is this anyway?
Hi, I have created a modular project for Unreal Engine 4. I'm just learning to use Unreal engine 4. I export it in the unreal engine to test the models. But I saw some wavy and broken shading on the surfaces of the models. What should I do to fix these errors? Thanks in advance. images:
Hi! I can't really comment on enviro works, as I have zero experience with them myself, but... overall, it's not really obvious what is the focus of these images. The signs seem dominate everything almost completely, obscuring the street itself. As for Blender: what engine are you using for rendering? From the looks of it…
If you should not be setting up lighting in max, then what should you even be using? This is for a custom propriety engine that does not use unity/unreal engine at all. The shaders are specifically based around deferred shading for this engine