If you really want to know your shit then you need to use both, I can't emphasize enough the importance of learning the game engine workflow. Marmoset is the perfect tool I use to see how my work flow is looking from normal maps to completion, it works across the board and is an invaluable workflow asset. UE4 or what ever…
I know how to do many things in Maya, but I'm still foggy on the best ways to implement things I make in 3D into things like modern game engines (Unity, Unreal) since I haven't spent as much time in them as I've wanted to so far. I think I generally just have some confusion when it comes to implementation and workflow. In…
Hi, This is the first time I texturing skin and am using subsurface scattering. I have added the scattering channel in substance painter. However, when I export using Unreal Engine SSS (packed) preset, there is no subsurface scattering map. Substance painter only exports BaseColor, Normal and OcclussionRoughnessMetallic.…
Hi, This is the first time I texturing skin and am using subsurface scattering. I have added the scattering channel in substance painter. However, when I export using Unreal Engine SSS (packed) preset, there is no subsurface scattering map. Substance painter only exports BaseColor, Normal and OcclussionRoughnessMetallic.…
The 3d model was designed according to a real engine base, It’s created accurately, qualitatively and maximally close to the original. The high detail exterior is great for close up renders, Also the model was created with 3DS Max 2008 using the open subdivision modifier which has been left in the stack to adjust the level…
This week I focused primarily on the texturing process and the initial scene setup in Unreal Engine. I completed the full texturing pass on my model, making sure all materials were properly created and applied to achieve a consistent and realistic look across the asset. I paid attention to detail in the surface quality to…
So it's mid week, wishing it was Friday already. But to make things a little easier we have some lip smacking goodness for you. * Polycount newcomer drops a one-stop-shop 3DS Max exporter for the Source Engine * Paths of Hate Trailer (OOHH PRETTY!) More after the jump. It seems to be common knowledge that getting your…
Writing this up after my first SIGGRAPH experience (wish I went sooner). So, I was wondering how best to approach SIGGRAPHs in the future as an artist who has little experience in graphics engineering, but can maybe talk about it at a high concept level with another graphics engineer and ask the nitty gritty questions.…
As a Senior Backend Engineer at YAGER you will work on
The Cycle (www.thecycle.game), an awesome and exciting match-based FPS
with an international team of highly experienced and talented developers that
are passionate about their work. Responsibilities * Design, implement and maintain our online services * Support the…
Hey everyone, I just created a brief christmas update video for you all to check out what we've been doing over the past month whilst we've had unreal engine 4. Merry christmas, and once again I would like to thank you all for the overwhelming amount of responses, it would seem our recent engine change has got everyone…