It is just a simple environment presentation about 400 Unreal Units big, so not very large in scale. But yeah I do like the idea of the camera being attached to the player to give the illusion of swaying in the ocean, how can I pull that off?
It was said 3D would replace traditional 2D animation, and look... 3D Scans and photogrammetry are good for games with "realistic" people and environments. Did you watch the unreal engine ps5 demo? the female character doesn't match/fit in the whole. It looks weird!
Plus 3D painter like Mari or Mudbox does paint across UDIMs. Substance Painter does have a UDIM version in beta. Unreal does support UDIMs. https://docs.unrealengine.com/en-US/Engine/Rendering/VirtualTexturing/Streaming/index.html#udimsupport
Added more Small Assets and Make the look and feel more interesting. I will add more small objects like pebbles , roots etc to make it more Interesting.Now I am going to export this to unreal and start the detailing and polish. Dec'17
does xnormal support Mayas tangentspace? if not, ignore maya and check it in your target engine. say unreal or unity on the mesh side, get rid of the ngons, triangulate before export, the exporter or importer in xnormal might triangulate differently than maya does
Hi All! Me Again! I just finished a "Making Of" like video. This shows some of the steps taken when making the "Unreal Engine 4 - Photogrammetry Graduation Project" scene and video. https://www.youtube.com/watch?v=ZJYndiPxKWU Greetings, Danny
Yep, 2.5D could be the way depending on your camera setup. The another thing that could work and would be fairly cheap is the "ryse moss technique" Or even parallax with a few steps\iterations. Or a more simplified implementation of that - See "Bump offset - Unreal Engine"
So, maybe a bit late for some of the splashartists out there, but if anyone is interested; I've created a step by step tutorial for creating splashmeshes. From empty Houdini scene to finished effect in unreal. Check it out! https://sidefx.com/tutorials/splashmesh-houdini-for-games/
Yeahh !! nice job so far :) Really love your texture work ! What software do you use for modeling,texturing and render the scene ? I guess, 3ds max - Substance Painter and Unreal 4 :) Can we see the geometry ?
Any news on fixing UE4 exports to be correct compared to what you see inside the 3DO viewer? Right now you have to adjust the final texture maps a lot for spec / roughness and metallic to behave predictably inside Unreal compared to 3DO.