Here is my latest update. I made a detailed blog post where I summarized all the things I learned in creating this scene. You can find it here: The Gabmeister Blog #3 - Sector 1, a sci-fi passage in Unreal Engine I spent a significant amount of time playing around with fog settings until I got something that made the scene…
Whatever works the best for whatever you're particularly doing. Of course it's great to be able to do both well. One thing to possibly keep in mind when working professionally (not portfolioly) is that there are things like production costs and time constraints, so it's best to work smart. (IE, I could manually spend time…
I'd probably up your polycount a bit (smartly) to make things less boxy and perfectly straight. Areas like the wooden board fence could be broken into having an actual modeled out board for each with some slight gaps inbetween them rather than completely solid. You could also probably add more edges and extrusions to…
As far as I know, Unity doesn't support geometry instancing, so having multiple vertex painted meshes in the scene shouldn't be more expensive than reusing the original mesh (beside the build file size). In my tests . all the painted clones that are using the same material can be batched into 1 drawcall, witch is great for…
20 years ago it all was about details priority. A character face would have twice of pants texel size. A signature /decal on a wall twice of wall texel size especially if the wall is something plain colored. So it was pretty much otherwise and honestly that "priority" approach still have its value. In mobile games for…
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…
This is a college project that I'm working on - its a steampunk Mecha During the research stage, I was intrigued by steampunk and horror themed mechas. I was deeply researching into H R Giger's work for another portfolio piece and was influenced by it. His work on the Alien movies and other bio-mechanical artworks create a…
Hi guys, thanks for stopping by. This is my first time trying to implement thirding and tileable textures on my model and I'm having quite a bit of difficulty. Also, this is the most complex model I have built so far, sadly (after 30 weeks of animation school), and I need some good comments and critiques on it. I'm…
Hello fellow polycounter's! Decided to post up my project ive been working on and get some C&C from you fine fine folks. Im in my SR year of college and will be graduating in about 4 months or so. This project is gonna be an unreal level that i am making for my portfolio class. This is my first real time creating a real…
First project here for me at Polycount. Would really appreciate some solid feedback. This will be a large scale summer project. I'm looking at creating a full paddle frigate and putting it in Unreal eventually. These ships really epitomize the transition from sail power to steam power (they came just before the switch to…