I've just started to test hair in ue4 however my shader is really uneven. I'm assuming it something to do with the normals as it's fine without one. Does anyone know how I can fix this, or got any suggestions? I've rendered the normals using a Vray orthographic camera. Cheers
"Project Aura" is a internal project from ArtOut Productions, it will a AAA quality UE4 environment, the idea is to creat it like a ceremonial spot in the middle of stunning natural landscape, I have been working on this, creating some assets take a look:
Hello all! I'm working on a UE4 environment that plays with the passage of time (fast forwarding mostly), and here's a shader i wrote. What do you guys think of the result?
hi guys! I've just started this new level art project boosted by influence from doom and scifi stuff. The Idea is to build small cargo spaceship interior with interesting details. first I did simple floor plan for the ship and collected references and here are highpoly assets I've done so far and very early screen grab…
Dear Polycounters, Here is a Jungle scene I am currently working on in UE4 and I would like to ask you for some C&C on my progress so far: The most challenging part for me is the dynamic lighting atm. which is overall a bit to bright I guess? Anyhow, Let me know what you think. Thanks! Best, Sebastian
Hello folks, I want to share with you my new small landscape project what I did. Most work is done in UE4 and Substance (designer and alchemist). Bushes are done in speedtree. Hope you like it. https://youtu.be/Px6AQ6mRQ7Y
Is it possible to skip the Unreal launcher completely and just go right into the editor? I've read it's possible to compile your own copy of UE4 with the launcher disabled, but that seems like a huge hassle for what should be something as simple as clicking on an exe file.
If using textures out of the quixel mixer on a freelance license are used in a UE4 marketplace asset, ie plaster on a building set or something, is that allowed in the ToS? I assume not, but just checking in case.