Hi, I had to reinstall UE4 and bridge has not detected that. It displays that the plugin is installed when it isn't, causing any exports to UE4 to result in an error. is there any way to manually trigger a reinstall of the plugin?
Here is a small scene that I created in UE4. It is based off of a digital painting I like that I found on the interwebs (painting by artist Timothy Rodriguez). :poly136: Original painting (by Timothy Rodriguez): My UE4 render: And here a few breakdowns of the scene... diffuse only: (not sure why decals disappear when…
This is my first attempt at multiroom realistic rendering for UE4. You can probably tell the layout is highly inspired by the UE4 ArchViz demo that someone poster a while back. There are more than one issue that remain on this project, but I can't get stuck on it forever.…
Hi, I'm trying to make a shockwave just when a energy ball explodes. This shockwave is made out of a mesh emitter (sphere) that quickly expands with a refraction (glass material with a water normal map on it) material on it to simulate hot air that distorts everything. But some weird stuff is hapening and it's not working…
Having seen some demo works with DFGI/AO recently and having just above .5 skill at lighting, this happened over the weekend as some practice. Here are the changes with DF \o/ Maya, PS and UE4 Original Images: http://polycount.com/discussion/153856/ue4-skyrim-riverwood-environment#latest
So after having watched a couple of great UE4 tutorials, such as Thiago Kafke's office environment and David Lesperance's intro to game art, among others, i've decided it was time to create my first UE4 environment and decided to remake the Shadowrun returns morgue scene. some reference images
Okay so I have a 1024 texture tiled twice on a 319cm square mesh. Using 1cm to 8px. But the texture is looking heavily compressed compared to how it looks in my original 3d app. It looks even worse with normal map added. So is there a way to uncompress the texture in ue4? I am using .tga file format. Is there a setting to…
In offline renderers, we have area lights like this: I have tried looking this up on ue4 documentation but all I can find is directional lights, point, sky, and spot. Is there a way to fake it for dynamic lighting in ue4?
This is my first time working with ue4 and my metal surfaces look terrible compared to sp and marmoset how it is supposed to look. Marmoset and ue4 are both only using 3 spotlights in the same place to get similar lighting.
Abandoned Subway Stations - UE4 As my graduation project I'm working on a Abandoned Subway Stations in UE4. I'm planning to post my progress from beginning till the very end here. Latest screenshot The beginning So to start off with here are some blockouts: And the first material made with substance designer: