You should try to find more reference of this location, so you can see it from different angles, closeups, without the motion blur, etc. One image isn't going to give you enough information, especially when you're just starting out. A lot of reference is key! Landscape in games typically mixes two main techniques...…
Good progress! Re: Histogram There are not tools in Unreal to update the lighting from histogram. It's more of a general tool for you to know where your values fall compared to your reference. Or if they are too dark/bright/not using the whole range. You can get the histogram in any image editing software like Photoshop…
Greetings, I'm making a car asset for use with game engines. Currently, I have a 256x256 texture map assigned, to give the car model a pixel art look. The car is meant to have a LOD variation model, and a separate interior view model. It will also have different paintjob options. The entirety of the car model is already UV…
No it's not your portfolio, just takes a bit more time atm and you never know which set of eyeballs that matter will have a peek at any given time. In any case people are still finding work so at the end of the day persistence does pay off :thumbs up:
@Noren Thank you. I have modelled and textured every single thing in the scene including materials and foliage. The Meats are photoscans turned into materials. I started out using Megascans assets but as I am still trying to find a job, I didn't want to have any weak links like "oh you've used megascans" during…
Hi! When skin-weighting double-sided cloth in the past, transferring the weights from a simplified proxy mesh to the complex cloth worked well. Storing skin-weights this way would also allow to re-apply them when the cloth mesh was iterated on. Depending on the situation, you might be able to transfer skin weights from the…
Happy Monday :) Cool to see some binoculars. Looking at the concept, I find it a bit hard to tell what materials are used, so I'm curious to see peoples' interpretations. Those are very nice lamp photos :-B Nice Progress on the lamp @Hymil, don't have anything to critique really :+1: I find with such hard surface props…
Thanks for the response. I do want the butterfly/mirroring effect in this case but not the seam. Can you clarify what a material finish filter is? I'm using the brushed aluminum material in Painter. It really seems like a left-hand/right-hand tangent space mismatch kind of like what is described for Maya…
Well, if there's one rule for cloth in games, it is that "clothsim" isn't the obvious solution it may seem to be. Cloth in Fortnite is made with bones : https://youtu.be/Oe7fYS9qxmk?feature=shared&t=1276 More generally this kind of stuff is always more tricky to setup than what one would expect - so, never ever leave it…