Hi guys, I'm doing a completely modular mansion, I got the basic layout, most of the tileset are done as well as some furniture and props. I'm going to deal with every room individually. More on the props later.
Im new to unreal editor 3 is there anyway to check out the UV layouts in the editor itself for some of the various ingame props? I just want more examples on how these big buildings and props are layed out
Forge prop: Tried a little bit of a different workflow when creating the forge prop, I first started by creating a brick material in designer and then exported it over to painter. Designer: Painter work:
This is the old_pc Prop. The mouse and the desktop will be added later. Today I finished the Screen and the keyboard. As of right now the Prop has a Diffuse, Specular, Normal and AO. :)
Just curious, why are there no shadows on the props and such? Are prop shadows too taxing on the engine because it's an MMO or something? I really have no idea, but would very much like to.
I’m a 3D Environment and Prop Artist with extensive experience in modeling and texturing, specializing in creating high-quality, game-ready assets. My work focuses on delivering detailed and optimized environments and props that enhance the visual experience in games.
Here's my latest prop made... a manhole cover! Exciting I know :\ Anyways, looking for any crits and critiques before I move on to my next prop. Maya Viewport Screengrab: Reference Image: Textures at 50% res:
Hello polycounters, I made some low-poly assets for a game prototype and decided to put them together in a little scene. Tips and feedback are appreciated! Overview: Start of the road: Looking back: Small props: Bigger props: