Finally calling this one done! Did mainly study on lighting, rendering and UE5. Textures 2048 x 2 and rendered with Lumen. Based on the book "The Day After Roswell." My references and breakdown:
I think the wiki page you want is http://wiki.polycount.com/wiki/Concept_Fundamentals I just went through all the links to make sure they work, and added a new one from Ron Lemen.
This project demonstrates a custom-built Shape-from-Shading (SfS) pipeline designed for mobile devices. The goal was to extract high-frequency surface details (micro-relief) from a single pair of flash/ambient photos with minimal inter-frame delay. Key Features: * Differential Reconstruction: Uses divergence-based Poisson…
[ QUOTE ] sorry for the question but: "component" is the same as "s-Video"? "composite" is the same as "AV"? getting a bit confusing, in the states do you call it component? If so, the component cable has been around since the SNES came out. [/ QUOTE ] composite is the most basic type of signal, it is used in those…
as for the complete project. I go it all down to one project file and tested timelines for packaging with lumen and nanite based objects. I'm currently jamming in all my code. All visible R&D stuff has been completed. I can now move onto building out the game.
its still useful with lumen. the lighting solution can only work with geometry so any extra surface information you're adding with textures can't be properly represented.
Good morning folks. A little update: I am still working on the map. I'm spending a lot of time on it in the hopes it will speed things up later. I began by outlining all the neighborhoods, then I consolidated them based on similarity from a quick view (sorry for the hasty generalization, I'm sure your neighborhood is very…
Hey artists! Here is an update. Added all the props and even VFX in the scene and working on the textures now, trying to bring everything to the same visual style. Still figuring out how to deal with the glass, now it looks more like polished clay. Found it useful to add the SSAO to the scene, it's not working by default…
Ive been working in UE4 for a project the last few years but have now been jumping over to UE5 for some personal projects. What are the must-adapt-to workflows that have changed from UE4 to UE5 for environment artists? I know nanite/lumen, but Im talking about more workflow changes...are there any? I see some artists…