I've been wanting to do a Simon Stalenhag scene in UE4 for a while, I got his book "Tales From the Loop" this Christmas and devoured it. I decided to start modeling this abandoned robot in the Mojave desert, this is the area where Mangus travels when he passes through to the U.S. through an echo sphere. I'm 4 days into…
it's not Substance issue. It's a matter of surface shading, vertex normals , proper split/hard edges placement . First apply any shiny/ polished material in Maya to check if you see same issues there. There shouldn't be triangle like gradients or reflection distortions . Neither in a first next LOD too at least. You may…
Big screenshot dump! I have been chipping away at learning textures and working on the project these last few days (just been learning designer) so there wasn't much to post but I made my material in Designer and also grabbed a grass material from the Quixel bridge and got some vertex painting going. I may make the plan it…
Hokay guys, not a huge update as I've been pretty busy with other stuff lately. I made a dirt material (multiple photo textures using ndo2) I started making house prefabs: Also I blocked in a big fantasy tree. Grabbed a bunch of inspiration from old oak trees. I love the way their branches are so heavy that they sink low…
I would not recommend any CAD software for modelling game assets. It is like bike messenger asking if he could use Semi-trailer truck for work. Haven't played with Rhino for years, but I believe that you really cant edit polygons in Rhino. You can export your NURBS model as polygon model, but that wont give you good…
1- I've gotten pretty good low poly AO results with XNormal. Avoid using the "Simple AO" tool in the Utilities and simply plug in the low poly mesh for both the high res and low res and bake like normal. I have used Faogen in the past as well, it worked pretty nicely. It has built-in options for hemispherical occluders so…
Hi Pior, here is a script to do the job. Select a single vertex, then run it and it will automatically select the whole subdivision edge net staring from that vertex. The script currently works for Editable Poly only. Let me know if you need it for Edit Poly Modifiers too. It would be a little more complicate and slower…
Okay also a few things, for your ground coming up I would make an alpha for the grass so that you can have the tileable come off the ground so it doesn't terminate so sharply and makes it more lively. Secondly I would turn down the Global Illumination in your TOD as it's bouncing that green way too much. Use the cloth…
@frell I made a similar mesh, unwrapped it, applied a uv checker pattern and the pixel ratio is perfect. I can't think of what you may have changed, maybe if you post the .blend we can sort that out. I think the two you mentioned are the only ones. The thing about unwrapping in Blender is that it uses LSCM algorithm, so…
I just managed to get the base done for our modular cave system. I built a pretty simple model kit that works with the UE grid. I´m also planning to figure out a faster way to generate cave systems, maybe with splines or procedural tools. Then I made a master material for rocks so they blend two different rock textures, a…