Hello, polycounters. I started new UE4 environment. This environment sat in desert, in city called Nazaralan. My last UE4 environment could be found here: http://polycount.com/discussion/156578/ue4-cyberpunk-city-environment#latest Here are some key references and blockout shots. This time I started blockout phase straight…
Hey guys this is an environment I did in UE5 as a challenge for Beyond Extent Discord group. My main goal was to learn UE5 and polish my skills related to modeling and set dressing. It was my first time using UE5 so it took me a while to complete it. I would like to thank everyone from the Beyond Extent Community and The…
I'm having a problem with UE. I imported a static mesh I've been working on and lit it in unreal 3 and I'm getting this problem right off the bat. Could it be that the other sides of the wall are deleted? In order to save poly count I deleted the faces that you'd never see in side this level anyway. could it be that?…
The SRGB option is checked by default for my roughness texture which for some crazy reason is always "Color" even though the file is in fact 8-bit grayscale when I export from Substance designer. So then I go to the texture properties and turn of SRGB and go to material editor and turn on "linear color". It looks like it…
Thank you for the advice I have cleaned the model and removed most of the dirt and kept the damage and edgewear I am going to do as you say and layer the dirt and grunge in layers and try to layer it in a more thoughtful manner. 😊👍 I have also made a cool little scene inside of UE5 just to show of the VFX I have made Now I…
Hi, first off thanks for visiting the thread. Its a quick issue that i'm sure many people have asked; however I am struggling to find an answer for my particular issue. I have made a texture within Substance Designer. I know that usually, textures imported into UE4 should have SRGB ON for Albedo Maps and set as "colour" or…
Hi guys, I'm a 3d artist starting a Normandy SR1 remake (interiors) for my portfolio, using Unreal Engine 4 and targeting "next gen" specs aka PC/PS4/X1. Basically make it as top quality as possible, the "ultimate" Normandy. I'm undecided on the visual direction of the project, and this is where I'm asking for your…
I'snt it possible since Handplane exists ? (or xNormal since itcan do the same) Modo can bake object space for some time doesn't it ? What's new here then ? That UE4 is synced with something we have access to? PS: Also Modo can now bake tangent space normal maps for game engines - probably not synced with UE but still it…
Magnopus is a visual development company founded by Oscar-winning artists and technicians in Los Angeles, combining art and advanced technologies to create Hollywood-caliber experiences in entertainment and beyond. Were cooking up some cool experiences to have a big impact on the way immersive stories are "told" and are…
Feeling lost. I've been having trouble trying to bake correct tangent space maps for UE4. My first approach was the traditional one. I use Maya 2014. I exploded my mesh, triangulated, managed smoothing groups according to UV splits, and baked a Tangent Space normal. The results looked clean in every application I had…