Hi again, I have worked on some more textures, my Korean village project is on hold while I wait for my desktop computer to get to my new place :smile: So back to the good ol' textures! These two rocks are going to be added to both my Gumroad and Unreal Marketplace sets pretty soon. Furthermore, I'm working on a seamless…
Man, I'll have to read that when I'm not so sleepy to fully understand that gibberish. After skimming through it for a bit though, it seems to be a bunch of if then statements that could be interpreted in different ways. Keeping it simple for myself: Rock thrower was hired by the glazier: Free rock, minus $1 for…
I'm building a terrain for an upcoming mobile game from our studio (Threye). So this thread would be about me finding a way around to do certain things inside Grome. To start with, I plan to add in some features like Train Tunnels and rock arches in my terrain. Doing these things in a 3d package externally is a fail safe…
Hey all, my name is Cam and I'm trying to make an environment piece every 2 weeks that would be considered game ready. I've been trying to meet deadlines along the way to simulate an actual studio environment, so I when I get a job within the games industry I'm not blindsided by the pace. I'm seeking critique as I go so I…
Hello internet friends. Over the past couple months I've been learning various 3D software for creating environment assets. I've already been creating props for a while now but am transitioning to creating environments and using UE5. While learning these software I've been creating a bunch of random vegetation props and…
Hey Shaun Slade, good to see you're exploring your theme a little more. I think for establishing the mood and colors of the area your first ultra zoomed out shot works great, though if the idea is to give it to Epic to use I think it should be much more defined into what things are. I suppose it's the kind of nature to…
First of all thanks for the comments :) @Deforges: I sculped the terrain by hand since it is not too complicated. Terrain textures were done in world machine and substance designer. the rocks were done in 3dsmax and zbrush. I baked down a unique normalmap for the large rocks and used tileable rock textures for close up…
Polycount is subjective these days. all depends...although i'm sure it could be optimized. My biggest problem with it is that it's very blobby...kind of looks like a giant petrified poo. it's too solid to be a pile of smaller rocks, but not shaped like one big one. one big rock - It desperately needs some nice plane…
The plants turned out really well. The only two downsides are the tall cactus and the ground textures. The tall cactus just doesn't match up in style or execution as the other plants in the scene. The round cactus has individual fins modeled out (or ridges, whatever those are called), why not the object that is much…