totally right on virtuosic. when i first started this project back in world building class my teacher told me the same thing. unfortunately i didn't listen as well as i should have and i ran into soooooo many problems. ive done most the low stuff to make sure all the modular pieces fit together and work out correctly…
Thanks all! I'm happy you like it! It Made my morning :) I will start working on some breakdowns during the week! Well its a lot of copy paste and utilizing Unreals vegetation painting tools to place all the foliage around the main area, modular cliffs so I could build larger cliff formations quickly which helped a lot…
Hello again. I'm here with the Inn update. I did some experimenting with modular parts. And, finaly decided to go with no additional floors and just to straight up add the roof. I've done couple of parts for the roof but I need to make couple more to completely cover the inn. That should be done tommorrow. After that I'm…
Thanks guys I will be populating the scene with more tombstones when I start building it out. I have a couple pieces to create modular headstones although I plan on creating a couple more. In regards to the fog I am still playing with it a bit and will be working it out. I still plan on more trees I just threw the tree in…
We've been talking about this in house quite a bit, hopefully we can do some sort of zbrush integration at some point. Yes, tessellation/displacement and the skin shader are not mutually elusive. With our modular shader you can create any number of combinations, including displacement or parallax with the skin shader. To…
Back! Started to break up the scene into modular blocks yesterday, I got distracted by Ace Ventura movies and didn't get much else done... I have updated ue4 to the latest so I should be able to chuck everything in there soon and build it with my block out assets and just replace them as i make them. I Modeled the highpoly…
I am familiar with both. A Unity game I developed a ton of modular characters for is about to be published, so I'd hope that would be enough to show I understand how models work in a game engine. It's just a matter of taking a week to do some studying and messing around in UE4 to get the same quality I'd get in Toolbag.…
Sorry I was just putting it out there. As for college I feel confident in what I'm learning . I'm almost done anyway so the debt is there already. I'm learning from some people from ID software so it feels relevant. I'm working on plans to do modular sets. I enjoy that sort of stuff. I am getting into substance painter but…
If you have polygonal leaves, you can apply white material to the foliage, and put a black background behind them, like a plane mesh for example. And then you could bake a color map from that, which would be your alpha map at the end. You could also spit the ivy into smaller parts and bake them separately to get more…
If it's a separate object, it has to make another drawcall, doesn't matter if you're using a shared texture atlas. Making all those separate objects have the same huge texture is just making that drawcall more expensive. Texture atlases are only useful for static objects that can be combined into one object, such as a…