I'm doing a UE4 side project with my buddy Rhinokey. It's a post apocalyptic Mad Max/RAGE setting. First up is designing some mutants along with a basemesh that aligns with the UE4 mannequin joints. Nothing is final right now I'm just sort of stumbling around trying to be an art director. Inspiration, a bunch of Jordu…
Any one have any good tutorials or shader networks for good looking foliage in ue4. I would always look at 3d motives udk foliage tut, but apparently ue4 can't support custom lighting with deferred shading. (https://answers.unrealengine.com/questions/11949/request-foliage-lighting.html) I came across this but have yet to…
Here's some random shots from work from the past couple of years. The last two images were from a project that was originally supposed to use UE3, but it was never completed. So I thought it would be fun to try to get them into UE4. They suffer from a couple of spots with low-polygons but for the most part I think they…
Hello Everyone! =) I`m new for this site. And hope u will understatnd my mistakes and forgive me. I`m a student in gem-dev, and learning environment pipeline process and software. Now i decided to make a small level with environment assets a nd props. I was prepare a huge amount references and now step by step making…
Hello! I'm currently working on a little victorian office scene inside UE4. I'd really appreciate some feedback and critique on this piece. Current Progress Key reference Concept by Jian Zhi Other reference Blockout inside UE4 I had a bit of struggle with the scale of things, so I'd highly appreciate any feedback regarding…
Quick background. Graduated 9 months ago with a degree in Industrial Design. Working full time as a visualisation artist. Wanting to up my game and go from "grad" level to "we need to hire this guy!" level. First ever personal project = UE4 Visualisation of my apartment. Today I worked on the components for the doors:…
If you look where they meet the floor, they look a little wonky. UE4 unquestionably uses X+ Y- Z+; if you're baking for UE4, you should use those settings in xnormal, or toggle the "flip green channel" button in UE4.
Hello there. The door looks nice but the normal dents are very strong and repeat a bit too much on larger sufaces that are flat. try going into the dynamask and edit it a bit. As for the difference from quixel to ue4, try using the Ue4 hdri. there is as far as i remember also a ue4 preset in the render tab.