- I'd love to gauge interest and get feedback for my upcoming (Provided Epic greenlight it) Marketplace release. Here's the box blurb: The Unreal Engine 4 Procedural Material Toolkit is set of advanced material bases for rapidly creating complex, physically accurate surfaces. Detail environment or prop art straight from…
Hey polycounters! I am glad to finaly post this project here! This is a two piece personal project. In this post is the low poly (around 30k tri) game version of this charming fellow running around in UE4! Soon I am hoping to present the 3D printed version! The goal here was to learn both UE4 oriented pipeline (materials,…
I was just going over some presentation of a new material/shader approach from RAD studios, where they were talking about masked/composite materials. With the introduction of UE4, it looks EPIC are tailoring towards a very similar thing. Couple this with the introduction of 3d scanning, and software like dDo, and it seems…
Hi guys, I stumbled upon this contest quite late. I hope it´s not too late. There is not that much time left for me, but it´s fun anyway and a good learning process for me. I decided to go for the ancient ruin setting. I liked the idea that it´s something from an ancient alien culture. First I took one blockout pic, which…
Hello ! I'm Lise, a new on polycount member. I'm student in video game art, and in a year and half i'll will be searching for job opportunities. I want to improve my skills, so I'd like to have reviews and advice on my 3D work. Thanks for watching and taking time to give feedbacks. :) Here is my Artstation Portfolio :…
Funny you mention that as, originally, that was my intent. I watched a really good video from Epic the other day about manageable sized projects and I can really relate to what they were saying. Doing big projects sounds cool, especially if you can finish them, but it's a ton of work and it's really easy to get burned out…
Really coming out well here. I'm very happy to see your progress on this one. One thing I feel where you can spend some time on is on the mood and lighting. You're GI is a little bit dirty so that needs some experimenting. Or you can switch to movable directional light and skylight and fake it that way. The scene could…
Hi Hayden. Not a stupid question! Its really just used for smoothing out and deforming meshes with a height map. UDK uses some pretty cool methods of LODing between densities as you get closer or farther away to a surface. My original meshes are pretty low poly. In the end of this project I will post a shot of the scene…