Hey guys! This is my first post here, heard a lot of good things about Polycount and I thought I would post my work here to get some feedback and also see all of you guys' awesome work! I'm currently working on a Marmoset scene depicting an abandoned antique barbershop. It was initially a way for me to add assets I…
This is a project i working on for my portfolio. (look out for that im going to be posting that in here for crits too). this thing is 600 polys and is entirely normal mapped, all that you can see (bar the 2 spikes) is entirely normal mapped. but as you can see im having a really hard time with getting the metals right. i…
Hello there friends, I had a question about lights in UE4. I seem to have accidently clicked a key or something, but the lines that display the radius of lights, as well as the symbol for the light (such as the little lightbulb logo for point lights) have disappeared from my viewport and I can't figure out how to get them…
It might be worth looking into the differences between legacy and pbr shader math. By legacy I, of course, mean lambert/blinn models. I make shaders quite often, for effects and simple things. The approach I use for building up any material is from a simple set of nodes - the core shading, then expand from there. At that…
Foliage cards I painted myself in Photoshop to run through Maya for the big tree! The leaves and flowers are based off of the Dipteryx oleifera tree species from South America. I figured since the setting is a greenhouse and the other plants in the scene will likely be tropical I should keep this consistent with the design…
Hey man, welcome! You've got some cool and original designs for your first post. Vivid colours and plenty of ideas contained within. However, to me they are very hard to read and understand. You've taken these into maximum overdrive which in turn makes it harder to make out their design. The colour and amount of details…
This is really great! My 2 cents.* Change the body color/texture of the dead creature, to contrast the living ones in the viewing area. * Pedestal/autopsy table looks low quality/resolution compared to the rest of the piece. * The book would look amazing if it had a glow coming from the text, think lord of the rings. * The…
Indeed, I personally would go with much lower res lightmaps and higher settings. In your scene I would do this: - Set everything to vertex baked. - Do a bake and see how the assets look. - Good looking models I leave to vertex, bad ones I use lightmaps for( i never really go back to add more vertices, too tedious, but I do…
Yeah the obvious tiling is somewhat fine for the most part because around the neck for example there will be plenty of breakup with plummage from the feathers and around the back, Here's a very quick outline of my current idea for the feather arrangements. Green= Longest feathers Blue= Medium Red= Short So based on that…
Hi everyone, I know it's already been asked a few month ago but I'm new to UE4 and trying to figure out something with translucent materials before I get further on texturing (please consider this is a technical question and that texturing is not done...). I'm making a modular scene and I have a trimsheet with transparent…