the robot is full of shit in this instance I'm afraid (unless the feature has been added since 9.x) you can poop out various things if you just want an outline but wireframe isn't one of them. if the update installs before the Dayz mods download I'll check in latest and post back here
@Alex_Jw Hey! Thanks for taking the time to answer. We're just going for a semi-realistic vibe, not archviz quality. This asset pack is pretty close to what we're aiming for https://assetstore.unity.com/packages/3d/props/grocery-store-furniture-pack-vol-1-238689 Any advice for a workflow that could achieve these results in…
Hello Everyone! This Week's Update. I have added a few more elements to my composition blockout in UE5.7 to push the layout and overall feel a bit further. After that, I jumped into the main centerpiece of the scene, the gothic house. I am building it using a modular workflow, or at least as close to modular as I could…
When you press shift + strg and you press an command from the menu it pops out in your shelf with the current settings for the command. Then you can drop it into your script editor ;) i use this for example mostly for exporting animations global proc dm_bakeANI4export () { // select Bones which will be baked select -r…
Roughness Definition I think one thing that could be improved is the overall roughness value of the metal. Most examples that I found on artstation have a higher roughness value. That way the scractches that have a significantly lower roughness value pop more. Basically a higher contrast between your roughness details…
Hi everyone! It's been a while since I've updated this blog with some new updates. I've been busy with my own company: https://www.extrude3d.nl/ I've spend a whole year developing projects in Unreal for clients. This means images in Unreal, video animations in Unreal but most important. Digital twin applications. So I've…
"herp derp" "here's my poop" "heres some poop from me" "I herped a derp sketch" art quality is proportionate to the amount of herps, derps and poops used at the time of posting.
Check out the work from CGMA student, Pedro C. Prieto, who was just recently published on 80.LV. He shows us how he worked on this amazing UE4-environment inspired by Helder Pinto‘s Arbor Vitae in Clinton Crumpler's UE4 Modular Environments course. Intro Hello, my name is Pedro C. Prieto and I am an extremely passionate…
No matter your Indie or large game studio, your game Art to looks Great! https://www.rt-pro.com/ * Concept art * UI/UX * Character design * Level design * Environment design * 3D Modelling * Animation * VFX * Cinematic / cut-scenes https://www.rt-pro.com/portfolio We can cover all for you! With over 200 artist we always…
I still haven't recorded a video, I'm adding finishing touches to the scene before the final render and have started working on prop showcase scenes, but in a nutshell it's like this: on separate layers, I paint a branch and all the leaves with masking tools - completely manually, by hand. Then I use those masks as anchors…