I'm no Unreal guru, but I'd suggest checking the main tutorials. https://dev.epicgames.com/community/unreal-engine/learning?industries=visualization&query=lighting interior
I'm using Unity a lot and other engines just from time to time. And I think it wouldn't make much sense to create an engine demo which doesn't pushes the limits of the engine. Some of the additional features end up as free assets anyway. Imo the point is - one should not get tricked into thinking such an engine demo…
If the 3d engine programmer did his job right res. should not be an issue. If you are resizing screencaps they should be resized at 1:1. I not sure if this is what you are looking for but... What is the end point for this piece of art? eg. working on my car in Max I tried different lengths, heights and whatnot. Q.What is…
I think its unfair that some people know how to use Unreal Engine 3! They can show their stuff in like... a game and stuff! :-P I render most of my stuff. Not anything fancy at all, just some point lights etc, nothing that cant be done in any current gen top-tier engine. I render them simply because I'm too stressed/busy…
this is looking really good man. No crits really, only a suggestion: The propellers/engines struck as not quite fitting the flow of the rest of the model. What about reversing the direction of the engines so they "aim" the opposite direction? It might give the ship a more streamlined feel. Also might be cool to try…
Huh, great narratives and gameplay over graphics? The rose-tinted fog seems particularly strong here. Take Psygnosis as an example - Shadow Of The Beast, Killing Game Show and in particular Awesome want a word with you. Or most (all?) of the Bitmap Brothers titles, perhaps excluding The Chaos Engine and Speedball 2. Take…
anyone can be a programmer. with CS note the "science" in the name - a good CS program really teaches you the fundamentals behind the programming/computing as well as the logic part and the algorithms. There's a lot of abstract knowledge and math in a good CS program. Just think of it as "the science of computing" rather…
very little to a lot. All depends on the game, the language/engine and what you want to do. If you just write game logic, you will need less math than when writing an engine to handle gfx code (unless you write a RPG with complex math based rules, or you write some clever AI system (but that's more algorithms than formula…
Yeah, it's actually quite confusing :) and I don't know if I'm 100% correct. id is the studio, gtk Radiant is an engine. (I am using Dark Radiant for the Darkmod, which is a branch of the open source gtk Radiant engine, our programmers have improved it alot). gtk radiant is the open source of id's engine. I think the tech…
Well it has been a few years since I posted. Here is some more recent personal work - I'll skip some of the professional projects that I've worked on over the last few years... Anyway, with this project I wanted to do some more hard surface Sub -D modelling and tackle science fiction material. What better than yet another…