Bastion Posted August 5, 2017 Report Posted August 5, 2017 2 hours ago, Bastion said: Taking part in a mapping jam at the moment, first couple of hours of work have me here: Well, that escalated quickly Squad and Radu 2 Quote
Bastion Posted August 6, 2017 Report Posted August 6, 2017 14 hours ago, Bastion said: Well, that escalated quickly And again Still a bit early, only applying textures at this stage blackdog, Quotingmc and Joy 3 Quote
RaVaGe Posted August 6, 2017 Report Posted August 6, 2017 On 04/08/2017 at 3:02 AM, Squad said: Thurnip, hgn, rosk and 2 others 5 Quote
StormCatcher.77 Posted August 7, 2017 Report Posted August 7, 2017 Snapshots of just completed areas of the map for Serious Sam - TSE, which I'm currently working on. This is the initial location. Joy, Minos, jd40 and 3 others 6 Quote
-HP- Posted August 7, 2017 Report Posted August 7, 2017 On 7/1/2017 at 6:37 PM, Corvus said: Really love your colorful lighting man, great stuff. leplubodeslapin and Lizard 2 Quote
Bastion Posted August 7, 2017 Report Posted August 7, 2017 Final image of my weekend project I swear. Was a good mapping jam though. they raised over 4 grand for charity and I actually got something done. WAve, Vaya and Joy 3 Quote
Puddy Posted August 7, 2017 Report Posted August 7, 2017 On 2017-07-16 at 1:51 PM, Pampers said: @Oskmos needs more dont even joke about this shit WD and Pampers 2 Quote
Corvus Posted August 8, 2017 Report Posted August 8, 2017 (edited) W.I.P unreal scenes. First one using tf2s assets. The other ones are megascans. Edited August 12, 2017 by Corvus Jeddyk, Serialmapper, cashed and 28 others 31 Quote
StormCatcher.77 Posted August 14, 2017 Report Posted August 14, 2017 (edited) Another few pics of my map: Edited August 14, 2017 by StormCatcher.77 Minos, Lajron, Pampers and 4 others 7 Quote
HoMaRt Posted August 15, 2017 Report Posted August 15, 2017 Hey guys, been a long time i didn't post anything i have been working on : Here is my recent work : Yorkshire Dales vista, All rendered in UE4 dynamically (foliage is using volume light sample to receive GI, but still not perfect in dark area,caused by the way the foliage tool work... ) More Screenshots on my artstation ! https://www.artstation.com/artwork/0VAd4 Bevster, Corvus, blackdog and 28 others 31 Quote
Corvus Posted August 15, 2017 Report Posted August 15, 2017 1 hour ago, HoMaRt said: Hey guys, been a long time i didn't post anything i have been working on : Here is my recent work : Yorkshire Dales vista, All rendered in UE4 dynamically (foliage is using volume light sample to receive GI, but still not perfect in dark area,caused by the way the foliage tool work... ) More Screenshots on my artstation ! https://www.artstation.com/artwork/0VAd4 Great work man! What software did you used for making the trees ? HoMaRt 1 Quote
FMPONE Posted August 15, 2017 Report Posted August 15, 2017 3 hours ago, HoMaRt said: Hey guys, been a long time i didn't post anything i have been working on : Here is my recent work : Yorkshire Dales vista, All rendered in UE4 dynamically (foliage is using volume light sample to receive GI, but still not perfect in dark area,caused by the way the foliage tool work... ) More Screenshots on my artstation ! https://www.artstation.com/artwork/0VAd4 Really cool. Love the photorealism we're approaching with shots like this on UE4! Crits would be aliasing going on, especially on the grass sprites (image compression or spotty alpha masks?). The grass is also a little overly rigid. The sky is kinda weird, looks like it should be more blue to match the shadows on the clouds. HoMaRt 1 Quote
HoMaRt Posted August 16, 2017 Report Posted August 16, 2017 (edited) For the crispness of the grass, i guess it's the sharpen filter in photoshop. All you see is dynamic except the very far far object but i guess we can't see them from the screenshot, i'm using the cascade shadow map in the near distance and the distance field shadow map for the far away object and then i switch to static lighting (but can't really be seen). The far object (trees and foliage) don't move otherwise i will get artifacts with the distace field lighting. For The Gi i'm using the indirect lighting cache calculated by lightmass, but have it fails to give proper quality with the grass(and of course grass and small assets are fully dynamic :p) due to some limitation with the way the ue4 foliage tool work. Not perfect but still acceptable For the sky i tried a volumetric texture to give a lot more volume but had a hard matching with the rest of the environment.Plus these clouds are heavy on performance (losing 10-15 fps when visible) @Corvus I had fun testing speedtree for creating the tree,really powerful, i may stay in one application for next projects : https://gumroad.com/l/EazyTreez (looking really interesting). Edited August 16, 2017 by HoMaRt Corvus answer Quote
Corvus Posted August 18, 2017 Report Posted August 18, 2017 (edited) Green stuff Edited August 22, 2017 by Corvus blackdog, Fnugz, BJA and 8 others 11 Quote
Sjonsson Posted August 18, 2017 Report Posted August 18, 2017 Making for some assets for some level design assignments. Not very experienced with particles but damn it's good fun! blackdog, FMPONE, Fnugz and 3 others 6 Quote
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.