Hey, Recently I've been adding stuff to my unreal marketplace, and though I'm making a decent amount of sales I wanted to know what people would expect to be included in each pack. Currently I'm working on uploading various stylized assets to my store ranging from weapons, grenades, props etc which offers enough variation…
And each bunny in the game is different Some like it slow, some lick it rough, to be blown on, etc etc. Rubbed, tickled, etc etc etc. Still can't believe I walked in to that!
I'd say anything that is reusing a lot designer is king to build the trim sheets or tilables. Any unique asset will profit from sculpting. That being said, nobody is stopping you from using designer generators, textures etc to texture your uniquely sculpted mesh
Okay so the stated intention from this video (~44:00) : https://www.youtube.com/watch?v=A-wectYNfRQ&t=2570s is that: * Post process / Film parameters are intended for per project tone mapping * Post process / Color grading params can be used for per level, per scene, etc adjustments So just tweaking Slope, Toe, etc seems…
Hi everyone! Got this large building from CAD software, it needs to be game ready. I'm going to reduce the polycount, clean it up, etc, but the question is - does it need to be separated to modulars and grid-aligned, like usual game ready houses? is it necessary to align everything to grid? I mean what is the best and…
Exactly.. just to give the particles a litle "twist".. even simpler than playing with the inital rotation velocities etc.. because i always forget all the options for particles ::sweat_smile:
I like the fact that you have made all this effort on your own. I knew a guy back in the 90's did the same thing, ie coding artwork etc takes a lot of guts and effort looking good so far, maybe start a games company :)