Saturday, September 20, 2014

Monday, September 15, 2014

ArchViz Update



Small update for the evening. Learned how to use color LUT files for real-time color correction. Pretty cool stuff; great official guide from the folks at EPIC here.

Sunday, September 14, 2014

ArchViz Scene Update


Quick update to my scene over the weekend. Got the lighting more or less ironed out; time to add content! 

Huge thanks to the guys (and gals!) over at Dimensiva.com for their free models. Really quality stuff

Saturday, September 13, 2014

ArchViz Scene - Test 1


First shot at some Archectectural Visualizaion in Unreal 4. Huge props to Koola over on the forums. For a full breakdown on scenes way more kickass than mine, check out his thread Here.

Monday, September 8, 2014

Modo Mesh Fusion

I did a little test with Modo's Mesh Fusion plugin. I've always hated/despised/been afraid of/procrastinated against (proper usage of word?) hard surface modeling. This plugin is a true joy.

Friday, September 5, 2014

Unreal 4 - Kickass Ocean Shader


Last night I fiddled around with a truly amazing ocean shader posted by Mikepote over on the official forums. See the thread here

He's put it up as a free download with explanations and I highly recommend taking him up on his generous offer. If nothing else, it's a great example of some of the engines more advanced shader features. Thanks Mikepote!

Wednesday, September 3, 2014

Unreal 4 IES Light Profiles

Some quick IES tests. Downloaded a nice set over at MrCAD - you can simply drag any .IES file to the Content Browser, then plug them into the IES slot of your light. Pretty slick!


Tuesday, August 26, 2014

Unreal 4 - Plane Constraint on a projectile

To constrain a custom projectile on a particular plane, enter a value of 1 to the appropriate "Plane Constraint Normal" field as seen below. This is located in the "Projectile Component" for Blueprints.


Wednesday, July 2, 2014

Grass Tests

Did some work tonight working on a general foliage shader. Following the fantastic work done over on the forums here.



Next step will be some more detailed textures and throw in some wind!

Thursday, June 26, 2014

1st try at Physically Based Shader


Used an old pot model I had and quickly generated PBR maps in Quixel's Ddo. Amazed at how fast it was - probably took 10 minutes total and I've never used it before.

I'd say it generated decent results on default settings. Would definitely benefit from some better lighting though...

Wednesday, January 29, 2014

Frozen Smoothing Groups in 3DS Max

I've had a long time issue with smoothing groups becoming uneditable for various reasons in 3DS Max. Finally came across an easy solution in This thread over at Game Artisans.

Turns out, simply converting the mesh to "editable patch" then back to poly/mesh resets smoothing goups. Hoorah!