Hey, I am working on a basic endless racing game. I have managed to make the platform move behind the car and now I want to spawn some buildings next to this platform and I want them to move behind with the main platform as well. Some of the Issues/ doubts the I have are mentioned below 1- I want the meshes to avoid any…
It’s good you mentioned this specific example. Objects can be setup to share UV space specifically so they can reuse the same material. This optimizes the rendering speed, by reducing draw calls. However, anything using transparency is usually separated from things without, and uses a dedicated material. This is because…
Hey everyone. First time posting here. I am gonna be working on this small environment-diorama based on the concept art by Zimmy called "Clock Car" (https://www.artstation.com/artwork/481ERn) This will be my first time doing a proper environemnt scene for UE4 (maybe for both UE4 and Marmoset Toolbag). I want to do a full…
Oooh nice, this looks great as a next project. Make sure to post your earliest block outs, as shaded wireframes. So you can get the benefit of early/often feedback.
Hey! I've been posting some free content at times here, and here is another one. You can get 15 themes that we have made for Unreal Engine for completely free: https://eliaswick.com/products/editor-themes. The current Unreal Engine theme is honestly pretty great as it is, but if you have a favourite color and prefer the…
Hi guys, I've been experimenting with my texturing lately and have always been curious about traditionally painting my UV maps. I had a free day and decided to get down to it, and here it is! [SKETCHFAB]cdef3939f43d4ba3a15b24f6b8c7eef1[/SKETCHFAB] In order to achieve this I could have printed off the UVs but I ran had out…
Hey guys! It´s been a while since I posted anything here, but its never too late. I have been working on this Shelby Cobra GT500 that just got out of a pursuit and I wanted you to see it and critique as much as you can so that I can learn and improve on my modelling/texturing skills. Here it is: High Poly: Model has 2k…
If you absolutely cannot deal with rigging, you'll need to do the thing Mark Dygert recommended against, and that's setting up the animations in Unity. To learn how to do that, check out the Unity Learn section on their website. I believe some of the beginner tutorials will explain how to set up simple animations. I…
While Matthew's car is a good asset by itself, i wouldn't exactly call it a true "mid-poly" (stupid term but how else to put it) asset. You can still see sharp lines from smoothing groups on it. The best example I can find right now is David Finlay's work: http://3dfinlay.com/html/veh/mcla.html to summarize a few key…