Erm... this is not Unreal Engine, it doesnt even look like UE, what makes you say that? This is running on a Modified Crystal Dynamics engine. (Same engine that powered previous Tomb Raider games)
I worked on the majority of the swarm environment assets for Gears of War 4. Here are some of the sculpts and in game meshes for the swarm. Collaboration effort with @Joekoo on the swarm crystals and collaboration on the swarm nests with @gloriousczar
to help sell the snow, you might want to screen blend a noise texture with many bright white spots over your specular map, to simulate the reflections of snow crystals (just a suggestion)
Looks amazing. Im very impressed with the whole game. Wondering which engine were you guys have used for tombraider. And what engine you guys use mostly in Crystal Dynamics
Updated to final here: https://www.artstation.com/artwork/nYrQ6O and a SHQ img if you want to see it super up close. Marketplace item, https://www.artstation.com/marketplace/p/NNknX/crystal-sword-nebularis
Hello, I am trying to do some low res crystal shapes in 3ds max, and wanting to bake the default 3ds max highlights into my texture to fake lighting, is this possible? Thanks in advanced.
Hi I'm from Brazil I started using zbrush recently, and using dynamesh I came across this error at (unfreeze subdivision levels) it gets with crystals in places that were not for this one. (Translation made by google translator)
LOUD NOISES. I actually generally work in silence. Edit: Barnesy, have you tried Lindsey Stirling for something electro / upbeat but a bit different? Try Crystallize first and see if you get on with it :)
Thanks for the reply Mohsen, I definitely see what you're saying. Maybe I could make it like crystalized or something... I don't know, I'll see what I can do with it.
There he goes! In proper slime-like fashion. Crystal obstacle It will look like this in game. Rendering out the wood here for the chest concept art, the wall part is in progress, looks a bit cluttered visually.