Why hijack a perfectly valid thread with some internet drama bullshit? From my subjective view, if you want to secure good talent then you need to lay down the best foundation possible. You need to make people feel safe about joining you. That means your work-in-progress needs to be a finished game that just needs art…
Yes. Though the placement doesn't need to be fully manual. Some engine has own solutions (see the new Unreal Engine hair tech, and Frostbite has something similar too ) but it doesn't really look like those are targeted towards games that runs on low spec systems. I doubt that those tech can be used in "mass". Like open…
I don't have that much time to read the whole thread so i apologize if it came up already, but decals and mesh decals they can really help add detail and break up tiling patterns. Unreal's mesh decals can be used to break up tiling and add detail. They aren't just for blood splatters and puddles...…
That's not what people usually do. In archviz I believe people use a skylight to help with correcting the GI. Basically the reason the scene looks like this is because UE4 sucks at default Global Illumination and Indirect Lighting. https://ue4arch.com/ue4archs-unreal-engine-4-lighting-workflow-part-1/ It seems most people…
Another engine question. When the level is put into an engine, will the player be able to move around the Diner area, or is it going into an engine simply to create images? Could you post a few images from other angles, it's hard to get an idea of the area as a whole from one view point. What sort of lighting were you…
pior what you are saying is true. but have you tried it ? or seen it working? (i am soon goin to find out first hand..) there's nothing wrong with generating normal maps in the engine. in fact why not if they provide you with the tools? unity does that too! sweet engine btw. the engine makes them exactly how it needs them.…
Yeah, while watching videos like this for "next-gen" engines, I can't help but think about how the free SDK has a good majority of the features already, with 3.5 on the horizon with even more. I think destruction has always been better in Frostbite though and with the newer updates on it, it looks even better. And the…
IMO your calibrated corner is a bit too yellowish. At least in engines I had experience with. Imo should be more neutral. Would probably more or less ok with intense blue sky but under more neutral cloudy lighting it would be too warm in an engine. Especially asphalt textures. Also that white door while having right albedo…
An another thing about the modular workflow... You should combine the modular parts in your modeling package, because of one reason. Then its one object to draw to the engine, and not many. I know you will loose the full freedom in the engine there, but you can work with the modular parts in the same way in your modeling…
Silly non-flying concept artists. :P It helps if you can post the concept, but sometimes they like to keep those secret... You should try to broaden your experience a bit - pick a real vehicle with plenty of good reference photos and model it with the same 8k limit. Then import it into an actual game engine so you can get…