Nice job! End result has really nice texturing work. The wireframe could use a significant amount of optimization I think. Usually for a game asset like this, you would want to have the edge flow match the design details, rather than being an evenly distributed quad grid. Curious how low you could go, and still preserve…
I went to VFS, and the school has rights to use our work we did while we were there for marketing, teaching, etc. I certainly did not mind this due to the marketing power of the school and it's free exposure for me if they ever publish it on their Youtube or anything. So I think one of the first places you should look is…
Hi, You can mirror assets/ static meshes in UE4 - does it work without any issues due to shading and lighting ( flipped normals), because the x-scale is minus 1? I want to avoid useing extra static meshes, only with a different pivot. Thx
Hello! I'm very new here. Just uploading assets for our final year game at university, looking for any kind of feedback and opinions. Thanks The software I'm using includes: Maya, Photoshop, Quixel, Mari, and rendering in Marmoset toolbag. Our playable game will be in UE4.
Hey! This is my first time making an asset pack, I'd like to hear your opinions about it. The theme is a post-apocaliptic underground bunker. Thank you in advance!
Hi! I'm preparing a modular assets and level made with them in UE4. After baking I'm having such issues with baked light on the edges. Is it a matter of baking settings, UV or smoothing group?
Working on some large cliffs/rocks and using tiling textures and masks to texture them. Do people generally use an AO map for the overall rock or large assets in general? If so, not sure how'd I'd add this into my material setup? Or is AO generally not used for large rocks?
Hello everyone! This is my first attempt to create a real time asset. Hope you’ll like it. More shots you can see on my artstation profile https://www.artstation.com/artwork/14bxgq Cheers!
I've made this gun during the past few streams. It will be used on my latest character but decided to go a bit more into detail for this one and treat it like a separate asset. https://www.twitch.tv/nimlot26
I agree with Avvi's response totally. I found Marmoset to be good for single-asset, pretty rendering, but I didn't much care for it personally. EDIT- I just remembered, if you're shooting for anything requiring Anisotropic highlights such as hair, UE4 is not for you, and Marmoset 2 may be the renderer that fits your…