added a few quick placeholder ground textures. right now everything has the same level of z-up moss, but I am going to start adding in variation during the polish phase. sculpting the rocks and stairs next. right now the rocks are just my placeholder with the shader for the flat stone tiles applied, totally hacky faked for…
Here is a list of the first things that came to my mind while looking at your pic : - AO too much strong and saturated - the normal map on the plank wall seems to be reversed (motifs on the wood popping out) - ground is too much wavy (I took a look at the video : imagine the guy doing rollerblade on your ground :p ) - your…
This reminds me of the old SNES games. I find this style quite hard to crit on actualy. the last pieces look better then the first though, probably because the first ones are quite blown up and unrealistic, while the last ones look more believable. maybe be more specific with the placement of rocks, plants ect instead of…
Hey Polycount, Releasing Quadify Ultra today, and wanted to share it here since this community has always been where serious topology conversation happens. https://youtu.be/1_7xRSyeLUc What it is Quadify Ultra is a retopology addon for Blender 5.0 with an ML routing engine. You select a mesh, hit Ctrl+Shift+Q, and it…
Representatives from the Creative Assembly reached out to us and asked if they could share their experiences with the Substance Designer tool suite with the community. The following article is their break down of how and why they use the technology in their art pipelines at their studio. My Name is David Foss. I'm from…
Hi, I'm a game artist and I'm in the process of making a large table that has a lot of sculpted detail. I just finished the sculpt in ZBrush and I'm now UVing it. The shells do not have enough texel density if I map them to a 2k map so I was going to just cave and use a 4k instead. However, I've been watching some videos…
Hey Polycounters, I've been looking for someone to share, compete, work with and collab with making and complete unreal games in the range between 1-20 Gigabytes. I have an extensive unreal library and although I'm not looking for any specific Jam or Project I am looking for a specific person. I need someone that has some…
Thanks. We are still figuring out what to use for what purpose. Until now we are testing some of the UE4 tools, like vertex painting, terrain tool, road tool, and mesh brushes to speed up the process. What were you thinking about? Here is some of our progress on the terrain thus far. Some concept art, renders and a video.…
It could be done with a combination of modular rock models and terrain tools. If you were using something like UDK, you could sculpt a big pit with the terrain tools, then add the models in layers going up to add roughness and overhangs. The rest would just be tweaking the ground texture blending and vertex painting on the…