Hi, Just wondering if Substance Painter contains a generator where Position Map is the primary input source? I am thinking about a Dirt/Wear overlay where I would use a Position Map baked along Y axis to produce a natural transition between Wall and Floor, for example: I want to create some procedural dirt at the bottom of…
As an environment artist in games this is something that always stumps me: how to plan and structure an asset pack of modular cliffs for big environments (specifically environments with a lot of rocky, big/steep cliffs and cave areas). This far it's nothing I've really had to do or something I've had the opportunity to see…
Thanks for responding. It is sort of like a small diorama with some big, small, and modular assets filling it. Considering what you say I think it doesn't really make sense to make everything from scratch, as my impression is that the test is more focused on building different kind of assets and composing them in a scene…
I'm making a simple modular road asset that will be used with the UE5 spline tool to make a highway in my scene. However it is giving me some problems when it comes to UV mapping. I'm trying to maintain a 5.12 px/cm texel density throughout my entire scene, but doing so with this asset gives me UV Shells that are larger…
Finally i had time to work on this project :) I got alot of the modular models done. Still alot to do. Very challenging but im learning. There are problems with lighting in particular. Because I use the new Unreal engine 5. I still don't fully understand how the lighting works in it. The environment is far too dark. The…
After a lot of research, I created my first big stylized environment in Unreal Engine 5 🏡☁️ This time I made everything by myself, with the exception of some VFX blueprints like the butterflies. I put a lot of effort to create the tools that were necessary to make this environment like the virtual render texturing for the…
Yes, make one playable level, or a portion of one level, to final quality. This is called a vertical slice. Helps stakeholders, investors, and team members all understand what the game should look and feel like. Also helps iron out art pipeline. How much detail is needed. What are the weak points of the pipeline. Etc.…
@Kainkun yeah, this spots looks a bit wierd to me. But again, i might be wrong Also, you can fix the seams between modular pieces by enter this values in the world settings: if it doesn't work for you - try to make lightmaps by yourself with good amont pixels between uv pieces, also between uv pieces and board of uv space.…
NICE!!! I almost couldn't tell the photo real from the game shots :o I always wondered though, how do you go about making the levels? Do you guys pretty much work in 3DS or do you have your own proprietary engine? Whichever the case, how do you guys lay down the tracks on all those different elevations and slopes on the…
Quick pipe is great! it cuts down a lot of manual work i have to do! However, i have a bit of a problem ,where I am using it to
generate roots on world space. Meaning, im not just making modular assets and
im assembling a unique group of geo in different locations away from the world
origin. The issue is that after…