Hello I have been working on a large-scale 3D project in Unreal Engine 5, and I’m encountering performance issues related to my custom shaders. When applying complex shaders to large assets, especially with high polygon counts, the performance drops significantly. I’ve tried optimizing the shaders by reducing texture…
You seem to have a solid foundation but most of your work feels unfinished. When you apply to a job, don't show a bunch of WIP work. All of your stuff is unfinished except for the girl character and she is not up to par in quality. I think you should just nuke that piece. The male character with the beanie? looks the most…
the models and renderings look good but there is no sign at all that you know how to texture something properly Youre getting away with murder right now with offline rendering and slapping procedural materials on everything which then still looks good due to sheer rendering power, but the texturing is nearly nonexistant.…
If you don't want to calculate your hourly rate, then I would recommend you start with $25/hour, and convert to your local currency. That's a decent low-end international rate for 3d rendering work. The lower end makes sense because you are just starting. As you get better, you can increase your rate. You need to estimate…
It really depends on the project and the assets, and the current stage of the project. On one project for low poly environment building assets, I could generally do a first pass model and a texture within about half a week, or 2 assets per week. But, this was pretty early on in the project. When I was a lighting artist for…
We usually place a seam in the middle of the chin and another one goes up to the tip of the nose. These two are kinda mountainous areas and would produce too much stretching if not cut. We cut up the rest of the head to maximize UV space usage. Generally a standalone head model has to include the neck down to the level of…
As jeff said it targets CPU bottlenecks. One aspect is also that those are techniques that programmers have to apply to their code. So it's not a pure driver optimization that makes anything fast in the driver. The talk as well as others make suggestions to programmers how to organize their render engines to avoid some CPU…
Don't have to do the parts seperate. Just got some more closeup shots, like in these for example: http://www.polycount.com/forum/showpost.php?p=1375760&postcount=177 That zbrush render is a bit unappealing, and rendering out a highpoly isn't exactly hard (just a basic material, bit darker diffuse, some spec/gloss, add…
This is a similar myth to the "normal maps doesn't work in vr". They do. And you don't have to go so lowpoly either. VR isn't a hardware, its performance is determined by the videocard basically. Its just a way of displaying things. I was playing Elite Dangerous and Alien Isolation on vr, they are both fairly highpoly and…