Hi everyone, this is my rendition of the wildcard hard surface interior. Everything is rendered in UE4. I am wondering if this piece (or any part of it) would be acceptable to have in my portfolio when applying for a junior environment artist position. If not, what should I improve for next time? I have also thought about…
My take, you're planning to waste a lot of money to buy things you will only use a fraction of. It seems like you went "what's the most insane part? I'll take 2", heh. Most parts these days can push enough pixels and polys without the need for liquid cooling or insane power supplies. Liquid cooling is not needed unless…
Wow so many replies, thanks for the feedback all! @gfelton - Wouldn't be warhammer without some severed head trophies somewhere!! haha. Loved war online man, such a good game. @Wendy de Boer - Ah this is why nothing was happening when I was playing with the lighting stuff! Duh! Thanks for this, i'll be able to play around…
A is by far the easiest, but may not be suitable if you need precise control over interior dimensions (ie: tile/grid based gameplay). You want this pivot to be as universal as possible so you can swap modular components on the fly, add pillars and trim pieces etc.
That kind of prop is tricky, and in this case it is probably appropriate to allocate an extra MatID to handpainting it with a sufficient density. Do consider whether you really need to bake it though, maybe you can trade geometry for texel density and use tiling or trims on some pieces of it? Probably worth posting what…
I should have mentioned how I would address the unwrapping also. Each side would have its own unique UV space so the flipping wouldn't cause a seam. It would solve the need for a second UV channel in which all pieces have their own space, (already taken care of) for light and normal maps. At that point you might as well…
I've heard about Code Combat a while ago and was wanting to experiment more with Blue Prints in Unreal Engine 4, so I figured learning some game logic and basic programing/scripting would probably be a good idea. Has anyone completed it? Did it help or should I try other tools/methods? https://codecombat.com/ After trying…
Looking for some advice on the most efficient way to add a stripe to a building. Constraints I'm working with: Unity URP, mobile platform. Low texture budget, have to keep instructions in a material low. These are the potential options I've come up with so far, and I'm interested in some thoughts/ feedback. -Have two…
And yes, I've already cloned my tool... still no dice. I also messed with the memory limit and adjusted it so I could have more divisions. Other than that, I haven't touched a thing. I don't understand why a simple clone won't get rid of the geo. That's what I've read to do in this case. Any ideas? EDIT: Meh, wasn't that…
You should let your normal maps do the work for you. You have a ton of geo in places that would read fine as normal maps. All those panels on the side, the window trim, and if you wanted the lights in the front. You could easily cut this down to like 5000 tris and retain nearly the same visual quality.