Hi Polycount, decided to create some planets and a star for my first Unreal Engine 4 project (started in Substance Designer, but I wanted to take the project further). I plan on creating different types of planets, so start with I have a futuristic planet below: Critics and comments are welcome.
Thanks for reading! I've worked with Epic Games on Unreal Tournament 2004, making vehicles and weapons for Onslaught, and with Red Storm making general assets for Ghost Recon 2. Go to www.david-sirmons.blogspot.com for examples of my work.
Hello! This is an AK47 I just finished creating (mostly) using Blender and Substance Painter. It has 6970 tris, and I created it especially for use in Unreal and Unity. I just started work on animation, but its not an aspect I know very well, so it will take some time. Hope you like it. model
Hello PolyCount, how's everything? I'd like to take a moment to show you guys some of my latest work, a complete set of rock material library. *these are all real time screenshot, captured inside Unreal Engine 4, no post work and so on.
Hey there polycount. I wanted to share my Blizzard 2015 environment art contest entry. It is called Gorlock Grubs. Featuring authentic Gorlock Cuisine from Rainspeaker Canopy. The scene is built in Unreal Engine 4. Textures are 512x512 diffuse, save for the banner which is 512x256. Post Mortem feedback is welcome
This is my first time creating an environment and here's what I got so far. Right now it looks like crap so I was hoping you guys could help. So far I worked it in World Machine and put a basic material on it in Unreal. Any C&C will be useful!
Hey guys,i currently can't afford UE4 but really need it since im an environment artist at a game that works with UE4 and the company cant pay it yet,so is there any way to get it free or at least some sort of 30-day Demo? Thanks take care. Greetings
Hi, My Name Is Karim Ahmed I am A 3D Character Rigger With 9 Years Experience in Character Rigs With All of Its Types (Humanoid - Cartoon - Machines - Hybrid - Cars -Animals). I can Do Cloth Sim and import it to any software using Alembic Extension, and I can create Cloth For Games or Cinematics Directly inside Unreal…
Having used Unity extensively for baked lighting for standalone VR and mobile games, I wanted to push Unreal light baking further for AEC / VR use but for PC specs. Goal was also to get as much clean result as possible without 10 hour wait and within 2-4 lightmaps. (Bake times 45mins - 1 hour) All lights are set to Static.…
It sounds like landscape's distance field is limited to DFAO calculation as it's based off the heightmap: https://docs.unrealengine.com/5.1/en-US/distance-field-ambient-occlusion-in-unreal-engine/#landscapes You might be able to see the landscape's distance field representation through the global distance field viewport…