Hi everyone!Check out a new asset made for easy Victorian city building. would love to hear what your think about it! A Victorian styled low poly city pack including: 52 Modular building assets 10 Unique building assets 86 Props assets 6 Vehicle assets 36 Environment assets 5 Rigged character assets + Demo scene (Without…
Hey everyone, like the title says, planning on doing a dark forest themed throne. The throne itself will be a tree stump basically, not sure if I plan on putting some fantasy elements in but I might keep it more realistic. I'll be working on that after I finish the first tree. My idea is to create a modular tree, so I can…
Hey guys, I'm working on a system for modular textures that would be sort of a closed system...the substance would have several different overlays or pieces of the texture, with the user able to swap between different images in engine. For instance, a face might have different eyebrow overlays, each one a separate texture.…
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…
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…
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…