Update: Just about finished texturing the main base of the shuttle! I still need to fix up some normal issues and detail. Still have a lot to do. I also created some materials specifically for the shuttle texture base. Also, just for practice I plan on rigging this thing before I start my Ue5 scenes.
You can find the finished work and an attempt of making a breakdown here: https://www.artstation.com/artwork/zD2rO2 Hi everyone! I started working on my first stylized scene. I was encouraged to do so by a course from Stylized Station. Since it is still new to me, I present to you my iterations of the composition. In this…
Hi, We’re excited about the fact that our team is growing and about possibility to list these work opportunities for UE5 Senior Environment Artist. We hope to attract unique talents and skillsets honed by hours and hours of beating on our craft. About The Company: Digital Shamans are professional video game developers and…
Hi everyone, I'll be documenting my work on a new environment project in this thread. I've been away from Polycount for a while, so I hope this will be a good start to being active in the community again. This project is something I've been wanting to work on for a while now. I'm hoping by the end that it can replace an…
Made these quick edits to an old project in Unreal 5. Really like the idea of pushing scenes to 100% black in the shadows, after playing Doom 3 (yeah ik the worst one) on an HDR display with local dimming, the 100% black areas stood out. The black areas didn't suffer from backlight bleed so they literally looked like true…
Yea, there are more posibilities in UE4 even you can use now a lot of textures for a material which is good for terrain. Those are tricks and tips that can apply to UE3 or UE4, you can still replicate the same results.
Oh hey there, fellers! Haven't posted here in a while, and wasn't planning to tbh, art has gone from a passion to a hobby for me so I don't do this as often enough as I'd like. Anyway, the scene is pretty much done, just figured I could post it here first in case there are any glaring issues I'm missing or if there are…
Culling starts too soon resulting in clearly visually triangulated geometry (something that should be round getting straight corners), Triangles (in Nanite view) are much larger than the surrounding rocks of the valley of the ancient environment. At a close range the mesh looks great, but when I move a bit further culling…
Hey So i have imported my sphere fbx model into a scene in UE4, with second uv channels for the lightmaps. When i render my lightmaps for the ball i cannot find the lightmap texture for it, i remember being able to find it in UE3.... Any suggestions? Cheers Cody
Would like to share that studio I'm working in has started hiring Here's list of positions: - Technical Game Director (developer to lead the dev team) - Lead Game Producer (general producer / manager) - Unreal Engine 5 Client Side Developers (c++ devs with UE experience) - Rust Developers (rust system engineers) -…