Hey guys, responses very much appreciated! I note that a master material is how they rock it with the UDK day and night map. My ground shaders at least include vertex paint functionality (many thanks to Crayloen) and can already build the puddles and snow up gradually via Matinee, as you both rightly suggested! My hope was…
@Remicess Cool! Honestly I don't have any prefered method of creathing environments yet. I'm doing something different on every project, trying new things. For this environment I sticking to greyscale textures and only change color in material, but I will add decals which have colors in the texture. So far I'm trying only…
Hello! I'm back! :) A lot has been going on so that I just vanished form polycount . As a quick update - I ended up not importing the character I worked on, into UDK for time constraint reasons, also that project was done just for a matter of practice. So here are a couple of sketchfab animations I did with the final…
scotthomer: Thanks mate :) Hayden Zammit: yes its true that if this were for an MMO the polys would be high, but for a classic next gen game I think its ok (plus for a portfolio scene its a bit diffrent again :p ). Good luck with your work popngear yeah like stupid amounts of opacity maped objects, thats going to be the…
I agree that ones eye for quality (specific and overall) really improves with each artwork, provided there is awareness to address what is lacking in older work which is then applied to newer work. I have hidden work I felt was not suitable, can't really come to destroy anything but I know colleages who did and regretted…
I'm having issues with foliage flickering/sparking in my camera sequences (it's fine in still shots). I have a lot of foliage (grass, leaves, plants etc. using alot of alphas) and the sequence looks like shit. My thoughts were that this was mip map related. (My knowledge of mip mapping is limited to what is on the pc…
Hi guys, Recently I started my new project on UE4 and learned from the previous UDK project that 'simple' uv2 unwrap is not going to give any good (even though will finish unwrapped it faster but the amount of headache looking at nasty light baking...it's just not worth it...), so I google for a way to do a uv grid snap…
I started a thread a long time ago with the intention of doing an abandoned marble environment. I decided to come back to the idea after I did some self teaching. Id like to put up the progress I have done so far. I am starting a new one, because I am not going to do it in UDK anymore (is there a way to delete it?) Most…
Hey Everyone, I have some glass that I wanted to have a layer of sand sitting on in my mission. I figured this would be a reasonable place to try and use vertex colors. I made an evenly subdivided plane and set up a simple material that just took my sand texture and masked it using the red chan in my vertex color node (I…
I have been tooling around with the basics of the major 3D packages, and now I'm looking to focus on a workflow that will let me do most of the modeling and texturing in a single app. The game companies I hope to apply to all use Zbrush, but they are split between Max/Maya. I am on a part-time contract job until June, and…