If you really want to know your shit then you need to use both, I can't emphasize enough the importance of learning the game engine workflow. Marmoset is the perfect tool I use to see how my work flow is looking from normal maps to completion, it works across the board and is an invaluable workflow asset. UE4 or what ever…
Well.. when you said in the other thread you are modeling for 6 years.. and then "complains" about people doesn't show you the best models for your task (which you got paid for).. then this could be read/seen as.. weird. And people might think to spent there free time otherwise. Think about it.. :tongue: Happy blending.…
I know how to do many things in Maya, but I'm still foggy on the best ways to implement things I make in 3D into things like modern game engines (Unity, Unreal) since I haven't spent as much time in them as I've wanted to so far. I think I generally just have some confusion when it comes to implementation and workflow. In…
The 3d model was designed according to a real engine base, It’s created accurately, qualitatively and maximally close to the original. The high detail exterior is great for close up renders, Also the model was created with 3DS Max 2008 using the open subdivision modifier which has been left in the stack to adjust the level…
Hi, This is the first time I texturing skin and am using subsurface scattering. I have added the scattering channel in substance painter. However, when I export using Unreal Engine SSS (packed) preset, there is no subsurface scattering map. Substance painter only exports BaseColor, Normal and OcclussionRoughnessMetallic.…
Hi,This is the first time I texturing skin and am using subsurface scattering. I have added the scattering channel in substance painter. However, when I export using Unreal Engine SSS (packed) preset, there is no subsurface scattering map.Substance painter only exports BaseColor, Normal and OcclussionRoughnessMetallic. But…
So it's mid week, wishing it was Friday already. But to make things a little easier we have some lip smacking goodness for you. * Polycount newcomer drops a one-stop-shop 3DS Max exporter for the Source Engine * Paths of Hate Trailer (OOHH PRETTY!) More after the jump. It seems to be common knowledge that getting your…
A project I made for my thesis a while ago that I ported to 5.3. I used the original 1831 drawings to model it in blender, I filled the gaps with theaters of the same period and style, made the textures in substance designer and the rest in unreal engine 4.20 if I recall correctly. The lighting is baked in because I tried…
Writing this up after my first SIGGRAPH experience (wish I went sooner). So, I was wondering how best to approach SIGGRAPHs in the future as an artist who has little experience in graphics engineering, but can maybe talk about it at a high concept level with another graphics engineer and ask the nitty gritty questions.…