For the past few weeks I've been working on this model for a freelance contract. The intention of it is for it to be 3d printed as a miniature between the sizes of 28mm and 38mm and then recast and replicated for use in tabletop gaming. I have had the pleasure of doing both the concept the modeling. I've been basing it…
Hi guys! I finished working on Halo 4 inspired scene - forerunner themed environment based on a concept from Halo 4 artbook.Here's concept itself and my implementation captured within UE4. For this scene I used interesting technique - all assets made using custom vertex normals and tiling materials with no bake. Details…
[ QUOTE ] Last year, Microsoft encouraged kids to connect directly to Santa by adding northpolelive.com to their Windows Live Messenger contact lists. The Santa program, which Microsoft reactivated in early December, asked children what they wanted for Christmas and could respond on topic, thanks to artificial…
The Advanced Foliage Interaction System is a shader-based foliage interaction system. Using the Pivot Painter 2 tools and custom functions, the system fakes physically accurate collisions with grass and plants using Vertex Animation. The system comes with 3 Foliage Archetypes (Short Grass, Tall Grass, and Advanced…
This year i completed Season 2 of my fan project 'Jurassic Explorer'. Many new locations were created for the new season but many locations from Season 1 were improved and optimized such as Mainstreet. This environment is by far the most complex and detailed environment i'v made to date. It's the largest location i'v…
So i've been trying to bake this for the past few days, this is a part of a swivel on a caster wheel. The workflow i've done is first creating a low poly mesh in maya and then duplicating it to create the high poly mesh. On the high poly mesh, i've made the edges rounder but all within the low poly models' bounds. Then…
model Hi, thanks for your time. I've just completed the modeling of an asset for a first person game. I won't be subdividing and making maps for this, I want to use it as is. I am okay with sharp angles in some places that will seldom get camera space, and also this is a just a prototype for a game so no reason for me to…
I have two fill effects applied to fill layers behaving differently in Painter, and I'm totally confused as to why. Fill layer #1 There's a smart material in the Painter shelf called "Plastic Hexagon" or something like that. It's a Base Color fill with a fill effect applied to the layer. The fill effect contains a height…
hi guys. i don't do a lot of environment stuff but figured it would be good to show that i can! i was playing WAR a couple of nights ago, and as usual i was cought offguard by how pretty some of the environments were, and took a screenshot figuring "that would be cool to try to replicate". so here's the screenshot: and…
So, I've been reading a bunch of threads and discussions, googling for hours now, looking for a way to replicate an anisotropic surface inside UE4. The answer so far is basically: none of the shaders in UE4 support this. This seems to be somehow related to deferred rendering (is it true? why?) You must code your own shader…