Alright, so I am working on some modular walls for a building system in a survival game and i'm fairly new to UE4/Asset Creation. I am having a hard time getting the seams to line up correctly and after I build the lighting some of the walls get darker like their lighting is messed up. When I created the UV's for the solid…
We're really happy to announce that Cinemachine is finally available on the Asset Store. We've been working on this for over a year, in development with Homeworld: Deserts of Kharak as our test platform and have just finished adding the last details to it. What is Cinemachine? It's a unified procedural camera system which…
As a programmer i would like to know, what steps you have most in common to do, to create the final optimized 3d model for a game and what steps you think are stupid or you wish you must not do because it would increase your work progress dramatically. 1. 2d Sketch(es) / your own imagination of the model 2. Do the model…
Hi there, I recently finished modelling a texturing an asset for a small project i am working on and I would like to ask for some feedback so I can improve my process for the next part of the project. I am modelling the sign for a mid-century American diner scene. I tried to keep the geometry pretty simple but I had to add…
Hey guys, So I was wondering what a good time frame for certain models are. I am mostly doing character art and for some reason when I think about speed for characters I think it should be 1 week. (5 days 9-5) Is this the proper time frame in a production environment? 'Cause I have noticed that whenever I work on a…
1: Usually ok to split models. Construct them in parts, as they would be in real life. An exception is for normal mapping... these models can look better in-game when modeled contiguously. http://wiki.polycount.com/wiki/Normal_Map_Modeling#Low-Poly_Mesh 2: triangulate before baking a normal map and exporting to your game…
We are Lucid Realm Studio, an indie 3D game art team, and we are currently looking for freelance 3D artists with strong hand-painted texture skills to work on stylized armor sets with texture quality level and art direction of titles such as World of Warcraft. Project Details * Style: Hand-painted * Textures: 1 × 2K Base…
hard surface. rn i use zbrush and its decimation master. its lovely. are normal maps recommended for vr games? ive read to only use parallax for details bigger than 5mm. normal maps only for details who are 5mm wide at most, cause in vr u can easily detect normal maps and u get artefacts with normal maps. what is the…