Posting some in game shots would be awesome. I've played the map but being unreal tournament you don't get to stand around and look at stuff often. I too would be really interested in a workflow breakdown for your texturing. The results are really phenomenal.
Hello guys!!! I was wondering if anybody has an idea of how to achieve this result in UE5? I have a tilable texture like this one in my scene, and to add some variation I want some of the stones/bricks to be covered in dirt, or at least the lower parts of some of them. My guess is this is not vertex paint, and I don't know…
Hey everyone, after 5 months of hard work, my final year project is complete. All the work is available on my artstation with loads of screenshots and breakdowns. Would love to hear what everyone thinks https://www.artstation.com/artwork/QYxqr
[ame] https://www.youtube.com/watch?v=rf045VYP3z4[/ame] This is mastery! Can't tell how much stuff in there is baked but still, for some real-time stuff, this is great example of U4 is capable of! Reminds me a bit of the Titanic Cryengine 3 video.
Position title Senior Technical Artist, onsite position ref. 07072015STA Job Description Our Senior Technical Artist will improve and secure our art production pipelines and mentor our art team in the usage of new workflows for our upcoming game, Prodigy. By working closely with our Art Director and Technical Director, you…
Working on and environment intended for use in UDK Posting progress here. I'm taking this image, by Khang Le this Is My reference I DID NOT MAKE THIS IMAGE. This concept is Khang Le's work. If you'd like to see more his website is here. http://www.khangle.net/gallery/ Here are My beginning WIP shots not so sure about the…
These images are of the panda with a simple diffuse texture, i still need to generate some kind of normal and specular maps so Zbrush will be used to help generate normals. This one has the panda with a Chinese paddy hat, this will be a changeable part within unreal, the other will most likely just be a trouser colour…
Hi, Maybe this is a stupid question but i want to know if with UE 5 and Nanite the materials that exists in my project doens't need to be optimized as before. For example: I have six different fruits. Instead having a texture atlas for all of then, i can use one material per fruit now, without worring about it? Thanks
Hello everyone, I would like to share the environment I worked on during my CGMA class environment art mentored by Peyton Varney. It was intense and the vegetation was a real challenge, but I did it and I am happy of my piece. Hope you will enjoy it also! https://www.artstation.com/artwork/9NZrmQ