**NO AGENCIES OR OUTSOURCE STUDIOS** Hello, We are looking for a remote working technical artist who has excellent knowledge of UE4. You will both be working with existing tools and creating new ones to build a believable/realistic environment for an unannounced project. Responsibilities* Create materials, set up master…
Hi! Very helpful to have those references. I would say in both of those images the corridor leads towards a more open room, with light coming in from above. This gives some focal points and makes corridor detail silhouette against that lit area. I don't know do this best in Unreal, from what I remember there are quite a…
4k textures are very big and you'd have trouble justifying the use of 4k maps for unique props etc. - (*at a basic level - we'll ignore modern streaming tech) but if you have a trimsheet and you are re-using it across tens or hundreds of assets, that big chunk of memory becomes better value one question to ask yourself is…
Hello, I am making a modular rooftop props pack. I began by modeling an air duct. But, I noticed my model counts: 6896 verts / 20.480 edges / 13.576 faces / 13.576 tris (the prop is triangulated) Is it too much for a prop of this kind ? I want to use it in Unreal Engine 4.
I have a max file full of props. Right now, each time I have to export one of them, I have to move the prop to the origin first (otherwise they come into the UDK with odd pivot points). Is there anyway to import props with custom pivot points without having to move them to the origin first?
The environments are quite good, good composition and lighting but the props could be better. Also they are too simplistic in the props section. Aim for a higher polycount to show off your skills. Try making a few decent props and showing the high polygon models used for the bake.
[ QUOTE ] so an environment artist is a prop artist? [/ QUOTE ] Sometimes. It really depends on the studio. The bigger the studio the more fractured and specialized everyone tends to be, but not always. In some places environmental artists make their own props in other places that is the job of a specialized prop artist.
I'm really enjoying your showcased props, but I fear the lighting is hurting you. It's dramatic and moody, but the majority of the props are obscurred in darkness. I'd try raising the brightens of the light to showcase the individual props better and leave the moody feel to the environment.
Alright, so it's been a while. Worked on the scene on and off the last few months, but I've got to grips with UE4 and Substance Painter and sped up a lot by now. I did some modding for Fallout 4 as well. Here's what the scene looks like today; I went to EGX last week and talked to a few triple A industry artists and the…
I am taking my final major class and I am starting my indep study project this summer to get a bit of a jump on it. HOPEFULLY I will get the project 80% done [that is my goal, realistic or not] before I meet with my prof for the first class. The reason I want to get most of it done is because my prof isn't qualified at all…