I second this. I found it quite easy to jump into UE4 from UDK, the only things I needed to do some learning on were the PBR mats, and the power of Blueprints, Blueprints are very awesome.
Meshes are always triangulated. But the triangulation can change depending on the application. So its a good practice to triangulate manually before baking. Have you exported your substance maps with the unity pbr preset?
Hi there, I am Saman, 3D environment & prop artist with over 5+ years of experience. I have a great understanding of the game development pipeline especially low-poly optimized. I can work well with the Unity editor and am familiar with the Shader Graph workflow. In terms of art style, I focus on stylized theme especially…
hey I know its a bit early this time around but I was just curious anyone hitting to GDC this year? Im gonna try to go. Maybe we could have a polycount meet up or something? hell youtube has it dunno why polycount dosent! EDIT:::: http://www.gdconf.com/?cid=GDC08_CADEX1 Feb 18-22 San Francisco , Moscone CenterHOTELS…
It's a chicken/egg syndrome, can't get work without experience, can't get experience without work. chrisradsby's suggestion of starting with mod teams and indie developers is a good one. My first off-site freelance job was working for a small company that posted that they were looking for help on a forum. My second…
Hello, I am having an issue with baking a procedural texture down in Blender, for reference this has been my standard workflow for a while now without issue but for some reason this time the Normal map is producing really ugly harsh results - like there's a setting wrong somewhere. Normally it's the opposite issue with the…
Substance painter is currently ( 16-6-2015 at 13:12 +1 Berlin time) on sale for 40% off. is it worth it? I've checked the features and it looks like an excellent tool for texturing my characters and further utilizing PBR textures. any thoughts?
Hi, we´re looking for a 3d/enviroment artist to work on a few sets of rocks for a large terrain. PBR workflow - the result should be realistic. This is our project : http://www.indiedb.com/games/pantropy Looking forward to your mails! Best, Sebastian
Long time Polycount lurker here, feel free to comment and give feedback. I recently discovered the wonders of PBR in Marmoset Toolbag 2 and i'm reworking a lot of stuff to follow the new workflow. First off some crates:
Getting a few props into UE4 and trying out lighting schemes. This is just a basic normal map and a flat colored diffuse. I can't WAIT to start creating some real PBR materials for these things! I <3 UE4.