Hello everyone ! it's been a while since I didn't post anything here. So since I have some free time now, I'm working on a small environment. My goal is to get close to a realistic style and improve my skill as much as I can on Speedtree and UE4. So for now it will be a simple forest then when this one will be done, I'll…
Hey Guys… I have a general question about light maps in UE4.. I would simply know how important they are? Is there a need to make them really proper? I mean when the space between the UV Islands is to low etc… they cause lighting problems but is there a need to stich some of the UV islands together for better results etc ?…
Hi there! This is my finished collection of medieval props I have been working on other the last several weeks. The game assets all share the same 4k texture atlas. The scene is captured in UE4 with individual material instances used for separate assets to create variety through parameter adjustments. The plan is to put up…
My studio has a UE4 project that we're currently working on that is going to require a pretty large Jungle terrain. The project timeline is about 3 months, though we want to get something start ASAP to get some initial looks done in the next 3 weeks. We may also need other UE4 disciplines so please introduce yourself even…
Hello This is an environment that I did in UE4, I Created the whole foliage and props and everything you see there. (Water Shader is from Epic Games though smiley Prop Texturing was in Substance Painter and environment Textures were created in Substance Designer. Foliage was created using 3ds max and Speedtree Rocks and…
Hi all, I was wondering if there is a way to make two sky sphere blueprints to light a level where one is directly visible for the sky with no lighting effect on the level and another that is not visible but lights the level. I want to try out some lighting technique with ue4. Is this possible? Also, can someone tell me if…
looks like a good start so far. A side note... now that UE4 is out, I'm seeing A LOT more sci-fi scenes than usual, I don't have UE4 currently since I don't have a job right now... but I'm guessing its the way to go when testing what UE4 has to offer?
Hey all, First post here. I'm working on a redesign of the Curiosity Shop from LoZ: Majora's Mask. I created everything depicted using Maya, Zbrush, Quixel, xNormal and Photoshop and rendered it realtime out of UE4. [ame=" https://www.youtube.com/watch?v=nuipfCPkjeI"][UE4] Zelda Curiosity Shop Reimagined - YouTube[/ame]…
You can use the modeling tools in ue4: https://polycount.com/discussion/226746/tutorial-creating-highpoly-meshes-for-nanite-using-editor-modeling-tools-and-displacement-ue5#latest or apply the displacement map in a 3d modeling program before importing into ue4 as nanite.
Hi I recently finished my personal work. It was inspired by LOL's character "Braum" I made it to test UE4 Shader ,lightning and rendering. Eyes Test Images at UE4 You can see some more detail at linked movie URL : youtube : https://youtu.be/kdbS4WRo5kI youku (China) : http://v.youku.com/v_show/id_XMTMwNDY3MDg5Mg==.html I…