Rule number one! Don't say this: Then follow it with this: Let's be honest here - unless you know anything about programming for your target platform, you are not in a position to say whether or not what you want to do for said target platform is difficult (or even possible) to achieve. Knowing is half the battle - because…
Well, since you'll be creating art assets all day for real-time renders it doesn't hurt to have some basic knowledge of setting it up in an actual game engine, and it's pretty straight forward for static objects. (Basically importing the model, building a nice composition, hooking up your textures/materials, and light it.)…
Well how about do the interaction, set it up to be rendered and if you have the time at the end attempt to get it in engine? Not sure how UE4 handles it but I have recently started a guy in a Mech for a project using Unity. I rigged the pilot and the Mech separate but within Maya parented the pilot to the inside of the…
I think this is your problem. You don't need to do that. You can create your terrain however you want and then model the road to match that terrain. You can break up your road into pieces but they don't have to be modular pieces. What I mean by that is that usually modular road sections (say for a city) will consist of a…
Fox Engine Office Remake: While the Fox Engine is very impressive, especially the E3 2013 Trailer, I felt that the Office demonstration was doable in CryEngine 3. To prove it, I present you Fox Engine Office Remake. All assets have a proxy model and the level is in real scale. Many assets have POM to further enhance their…
@CreativeSheep "From what I see with PBR rendering is, depending how realistic one wants to get, they should understand the real world material and how it is effecting by any time of natural or un-natural elements. It's not so much as to say, I want a brick wall; rather, what is the brick wall surface history and that is…
Actually. There is a great advantage to custom lightmaps. For those of you that remember Halo 1. There is a process I use to bake lightmaps in vray and put it in the Halo 1 Engine. Here is a picture of a map lightmapped using halo 1's normal lightmapping system: And here is a picture of the same map custom lightmapped by…
Take a look at: https://docs.unrealengine.com/en-US/Engine/Content/Tools/MayaRiggingTool/index.html https://docs.unrealengine.com/en-US/Engine/Content/Importing/FBX/Animations/index.html https://docs.unrealengine.com/en-US/Engine/Content/Importing/FBX/HowTo/ImportingAnimations/index.html :)
Also, it could be due to rendering differences between the CPU engine (used in UE4) and the GPU engine used by default in Designer. Could you try and switch temporarily to the CPU engine in Designer (F9) to check if that gives you the same result as in UE4 ?
Looks great, especially the sub-d tires. One thing I notice, is your engine is a little lacking. There is no definition to really suggest that it is an engine. I know it is in back and below the upper gunner, but I feel that the engine deserves more detail.