Modern Muscle Car (rendered in Unity Game Engine) #12 of the vehicles to be completed. This model came in at 978 polygons for the final count and uses a 512 x 512 texture for the diffuse and reflection (in alpha channel). If you're interested in acquiring this large pack of low poly cars and the complete modular city kit…
Learn to optimise your modeling then. You rarely see super high poly UDK pieces because you don't need it. Normal maps and some modeling tricks and you should be good really. Look into modularity and building stuff inside of udk with pieces. Without meaning to offend you, the technical limit would only be reached if your…
Thanks a lot guys! appreciated :) I'm not at all sad about that in any way. They did go into a more modular mesh based direction and I think that was a really good call. I did help them out with some sets for that as well.. Not as much as I wished I would. But working full time and making time for that as proved very hard…
Yeah, that's not an uncommon method at all as far as I know, but it does take up more texture resources and time if you sculpt the 'helmet' part out by hand. Can definitely look good, but it's not as modular in the end. So if you know exactly what you want and don't expect requiring much dynamic animation ingame,…
Learn it for sure. I wouldn't say that _most_ engines do it (a lot of places still have people learn scripting) but the industry is definitely moving toward nodular systems whether its blueprints, substance, animation blends etc. Unity afaik is going to ship a nodular programming system at some point soon.
A few screenshots about an environment that I'm designing as demo scene for a sci-fi modular kit that I already made. Almost all blockout section will be replaced with an alien rock, like that on the background mountains. Art pass on buildings almost completed. Maybe I need to add small rocks ( as covers ). Take a look at…
I was wondering if anyone knew of a program i could use that would allow me to take a mesh with spec, normal and diffuse maps applied and use a clone brush of sorts to sample all 3 maps at once and paint onto a different mesh. The example i have in mind is to take a tiling material, apply it to a square plane and sample…
Hello Polycount! I decided to make a sci fi scene and post my progress here as well as some questions. The goal here is to learn UE4, PBR, modular workflow and try to use one texture for whole scene. I started with a simple blockout of what I had in mind but it's getting harder to add details. This is a little overpaint…
Hi Guys, Here is my very first lighting study using the popular city subway train environment by Dekogon Studios. The aim was to light it using only the sunlight coming through the window and skylight. wanted to get the cozy feeling to the environment. Artstation: https://www.artstation.com/artwork/q9QxJD UE4…
Hey people, hopefully someone can help me with this. I have a modular wall that I want to texture using substance designer/painter. When I uvmap it, its not square. Now I know if I stretch it to fill the entire 0-1 space I will get stretching, however if I render 2-1 ratio will this offset this? How would you approach…