Tuesday, September 23, 2014
Saturday, September 20, 2014
Monday, September 15, 2014
ArchViz Update
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!
Turns out, simply converting the mesh to "editable patch" then back to poly/mesh resets smoothing goups. Hoorah!
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