Hi, I'm looking into setting up the correct settings of all of our textures in UE4. I read through epic's documentation on settings but they explain roughly what the thing does, but don't go into specifics what settings are needed for specific projects. So I have a couple of questions about these 3 important settings. 1)…
We're building a live weekly quiz app for tens of thousands of simultaneous players. The look is dark and theatrical; set in a future where things have gone slightly wrong, somewhere between graphic novel and mobile game UI. But the tone of the character driven narrative that runs alongside is very knowing. Think Deadpool…
Getting real close to finishing this up! Just a few things left to finish up and refine. Then I'll probably ignore it for a week to see it with new eyes lol
Kudos for getting it to this stage, I like the composition as it is. I think the lighting could use some more work. Overall your scene is very dark, and some of the trees are almost clipping to black. Here's a hint... you can do post-processing very easily in Unreal to boost colors and even do some tinting. This is just…
klunk is completely correct about needing a full vector field - the data has to be continuous and smooth or all manner of stupid shit happens in the gaps the best "don't need to write a special tool approach" I've found is to use a hair sim, apply a material that writes out the derivatives along each hair (arnold has a…
Hi gnoop ! I've not used path tracing for rendering in unreal, but I've already used unreal as a movie renderer : https://youtu.be/0aSmQ8YHfxs https://youtu.be/QYRHkbMyfM4?t=101 (I used unreal 4 by the way, so I can imagine unreal 5 or next will do an even better job) You can output render passes, choose solutions for…
Im sorry but this contest seems a lot like trying to get underpaid real estate archviz work from artists disguised as a contest. The judges include "A Digital Platform for Real Estate business that develops Software, Hardware, Digital Architecture, Marketing and Communications." ( on the website of TECMA solutions ) as…
Why do we have to "normalize" our normal maps? Here's an example that hopefully helps illustrate it! Notice how the lighting is messed up in the edited normal map. You can't see the windows anymore on the dome and donut, and even the flat background is reflecting the wrong colors. This came up in my last post; I shared…