Wow it's me still trucking. Making a new thread because the other one might be a bit too daunting for anybody just seeing the project. I, of course, have a new design, making full use of the shader and rendering skills I've honed over the past one or two years. Some of the shots here are a bit outdated, using the old…
Hi Polycount! For my final project this year I wanted to try a low poly style film in Unity and it was all going fine until today. I pulled the finalised model into Unity and applied the materials but this time the left eye is having some issues. It's a darker than the right despite having the same material and if I rotate…
My current plan is to release the whole thing after I'm done with it for other artists to check out :) . For the materials I'm pretty much doing just guesswork, whatever works for the scene. The wood is pretty simple, I might wanna do another pass on it to make it more interesting. Right now I just took the orb cracks…
Hey guys! I've been trying to switch over to Unreal after exclusively using Unity. Unfortunately, trying to get a modular level to work with lighting has been absolutely kicking my butt. I've followed the posts about creating multiple UV sets using the secondary one for lighting, and I'm not too concerned about the seam…
Do not put textured/painted reflections or interiors on the glass. Even in racing games. It just looks bad. They have no perspective to them as you move by, and this sticks out like a sore thumb. If there are closed blinds a few inches behind the window, those can be OK in texture. The slight error in perspective is not…
I have to admit, the first and second tomb raider games were great fun. The movies were silly but also great fun. And it kinda died right there. Back in '96 Tomb Raider worked well as an adventure puzzler with Toby Gard's great designs, using giant boobs to sell a game that had no peer. On a console that changed the…
Hello guys I starting to modeling props for my project and i bit stuck with problem which im personally called "middle point problem". I.e.: 1. im afraid to make model polycount too low and lose some details, and 2. same time im afraid to rize polycount with no sense. Thats leads me to modeling stuff which are still not…
That sounds totally right but it seems that you took the specular map for the glossyness/Roughness map and vice versa, or i didnt get you right This is my point of knowledge at the moment If I break it down its pretty simple, specular gives the brightness intensity on specific places of the reflection, works like a mask,…
Hello everyone! I’ve been searching for answers to my questions for the past two weeks, but I still haven’t been able to find a solution. I built my PCG setup based on the official Unreal Engine 5.7 documentation and several YouTube tutorials. However, the solutions shown in those tutorials don’t seem to work in my case.…
Thanks again! I think you're right that they don't look great on that one but I think I have a better solution than getting rid of them altogether - The reason I don't want to do that is because then the roof would have a very sudden and straight edge - which is to fix their actual location which I seem to have messed up…