So, after the great learning experience with lighting and mood in the last/first environment I did I decided to try to do something with a little bit more interesting lighting with it. I'm still running with the whole cave theme as I kinda like it. What I came up with is some sort of Crystal Mines scene where we see some…
This package is intented for easy and fast construction of various sci fi corridors. Features: Deferred decals - mesh-based non-projected decals create all the detail. This workflow allows you to greatly reduce the number of texture maps and achieve an excellent level of detail. Face weighted Normals - get the smoothest…
We're really happy to announce that Cinemachine is finally available on the Asset Store. We've been working on this for over a year, in development with Homeworld: Deserts of Kharak as our test platform and have just finished adding the last details to it. What is Cinemachine? It's a unified procedural camera system which…
Hi guys, for the face of a large radio model, i've got many layers of text and line "shapes" which form a complex dial along with its numbers, and also small decals. The text and lines are not rasterized yet, only the decals. The document is currently at 4096 resolution. Whats the best way to keep the text and lines as…
Hi polycounters, I have been working as a lighting artist on the game Remember Me published by capcom and released in june this year, and I was willing to share to screenshots showing the different passes that compose an image in our game. We don't see much pure lighting threads on the forum and I think it is kind of…
Hello! I'm trying to learn Zbrush, and I got really inspired when I saw Romys awesome thread Pirate Castle. I learned a lot reading his workflow, and wanting to try making something myself. So I'll try to learn Zbrush and build something in the process. I'm trying to make a simple one-shot view of a dungeon throne room.…
Hey everyone! I need help with hmm "modular" terrain. I want to make few tileable textures of for example: grass nad cliff. That solution allows me to easily modell large amout of terrains and just fit textures, without spending a lot of time on sculpt/retopo/uv/texturing on every single element. Next, i planning to add a…
Recently I've been revisiting the texture naming convention currently in use, and I'm at a bit of a crossroads. While this has barely any impact on the end user (modding/asset extraction aside), it has a huge impact on UX. Currently used naming scheme allows for quick identification while consisting of only three…
I've already posted this UE4 asnwerhub so I'm just taking what i typed there and posting here I was having so trouble with decals, I decided to follow this. https://answers.unrealengine.com/questions/198076/471-deferred-decals-not-working-from-certain-norma.html It helped my issue, but when I reloaded the project all my…
Not sure if this is the right place for this but : I'm currently a high school student doing btec extended art and I'm sure that game art is what I want to go for. I'm hoping that maybe one day i'll be either a skin designer , ui artist or environment artist, but I really dont know very much about this industry , so any…