Hello Polycount, I played tons of Warzone lately and visited this place many times (lol) so I wanted to recreate it in UE 4. I will update my progress here as I work on it and as I get time. Its gonna be hard or long one since I will be working on it after my studio hours. Gonna be merging different variations of the map…
Hey guys! I've been working on a street scene inside UE4 for the past couple of weeks and I was hoping I could get some feedback. I feel the scene needs something to elevate it but I'm not sure what. I'm going to change the UE4 guy in the windows to bookcases, I just put them there as placeholders for now, but beyond that…
Hello everyone ! it's been a while since I didn't post anything here. So since I have some free time now, I'm working on a small environment. My goal is to get close to a realistic style and improve my skill as much as I can on Speedtree and UE4. So for now it will be a simple forest then when this one will be done, I'll…
Hey Guys… I have a general question about light maps in UE4.. I would simply know how important they are? Is there a need to make them really proper? I mean when the space between the UV Islands is to low etc… they cause lighting problems but is there a need to stich some of the UV islands together for better results etc ?…
Hi there! This is my finished collection of medieval props I have been working on other the last several weeks. The game assets all share the same 4k texture atlas. The scene is captured in UE4 with individual material instances used for separate assets to create variety through parameter adjustments. The plan is to put up…
Hello This is an environment that I did in UE4, I Created the whole foliage and props and everything you see there. (Water Shader is from Epic Games though smiley Prop Texturing was in Substance Painter and environment Textures were created in Substance Designer. Foliage was created using 3ds max and Speedtree Rocks and…
Hi all, I was wondering if there is a way to make two sky sphere blueprints to light a level where one is directly visible for the sky with no lighting effect on the level and another that is not visible but lights the level. I want to try out some lighting technique with ue4. Is this possible? Also, can someone tell me if…
My studio has a UE4 project that we're currently working on that is going to require a pretty large Jungle terrain. The project timeline is about 3 months, though we want to get something start ASAP to get some initial looks done in the next 3 weeks. We may also need other UE4 disciplines so please introduce yourself even…
looks like a good start so far. A side note... now that UE4 is out, I'm seeing A LOT more sci-fi scenes than usual, I don't have UE4 currently since I don't have a job right now... but I'm guessing its the way to go when testing what UE4 has to offer?
You can use the modeling tools in ue4: https://polycount.com/discussion/226746/tutorial-creating-highpoly-meshes-for-nanite-using-editor-modeling-tools-and-displacement-ue5#latest or apply the displacement map in a 3d modeling program before importing into ue4 as nanite.