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eden-west · 2 months
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Here's another scene for my 3D art test I worked on. Got some extra help with those cool smooth painterly effects for the background. It had to have a bit of a watercolor effect to it. 🤔
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paburoviii · 10 months
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I am going to be in #TheBsideOfDesign on the 24 of November in #LaSalle #Pachuca with a small #workshop about #Trims and #Modular structures
#maya #substancepainter #unrealengine5 #3d #3dart #3dartist #enviornment #prop #gameart #gameartist #realistic #3dmodel #3dmodelling #games #lowpoly #realtime
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betadecaygame · 1 year
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Flowin... beta decay
Website:
https://www.rotoscopestudios.com/
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hectorhoyo · 2 months
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Unreal Engine Motion Design study
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ruru3d · 1 year
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amybyrnexb3001 · 2 years
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Working in Unreal
Today I wanted to get an idea of if I could make my idea work in Unreal.
I also made the decision that it would potentially be better functionally if I made the game 3D rather than 2D.
I created fixed camera angles with corresponding trigger boxes, I also made movement align with the direction the cameras face. This way the player can move using WASD without the controls feeling backwards. This style of view for exploration is definitely inspired by Grim Fandango and the original Resident Evil.
As I want the progression system to be based on the amount of items interacted with before a door can unlock, I created a test pickup and a door to try this out. The door can only be opened when the test pickup is interacted with.
Below I have included a video showing my level so far, a screenshot of the level and screenshots of the blueprints I have done to achieve these mechanics so far.
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3dcinetv · 1 year
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Blender to Unreal 5 (Stylized Anime Shaders + Editing Normals) LIVESTREAM 🔔
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wickedghxst · 2 years
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the biggest success of cyberpunk is making you wish the game wasn’t as mediocre as it is.
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arthotsglasses · 1 year
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Olympia Soiree Office Room
So, yk that project I planned like a year ago about making otome environments in 3D and intractable?
After a year of my game dev college program and a load of extra knowledge from Youtube and Twitch, I made it happen. Here is my first room built out of sooo many more to go, but damn I'm finally good enough to start doing this!
Here is a video of me running around in play mode (using wasd and mouse) in Unreal Engine 5:
Comparison photo: original Olympia Soiree Switch screenshot (left), my Unreal screenshot (right)
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Modelling process: Modelled and UV unwrapped in Blender, textures painted in Substance Painter:
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Exported texture maps (in order of textures, normals, OcculsionRoughnessMetalic, and emissive):
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TO WATCH ALL THIS HAPPEN, CHECK OUT MY TWITCH CHANNEL! THANK YOU
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Now, rambles as usual:
Jesus Christ that took long and lot of work... even had to get a new pc cuz old one couldn't handle Unreal5 and Substance paint, had to upgrade...
Had to learn sooo many new things, before this I only knew how to model 3D objects. I had to learn how to UV unwrap, entire process of Substance Painter, and Unreal Engine 5.
In modelling, I had to learn the low to high poly workflow, and edge shading settings. That's the only new stuff I learned.
UV Unwrapping learning wasn't too difficult cuz the UVs didn't have to be perfect. Substance was gonna be good enough to handle them. Textile density and all that is still new and I'm still trash haha but it did the job for now.
Substance Paint tho.... had to learn all from importing low poly mesh, baking the high poly into texture maps, how to paint, masking, allllll of that, and finally export to get the 4 textures above.
Unreal 5 intro was a solid few days of pain. Starting from navigating the interface, dealing with importing meshes, textures and making them into materials, landscape & foliage generation (that I didn't use for this project yet), lighting settings, colliders, bit of blueprint.... yep but thank god I knew some Unity so it wasn't terrible.
SO... ik a lot of things still need work and missing. The books on the shelf are unfortunate cuz they weren't properly baked in Substance Painter. Some little props like books and stuff are not yet made either. There's a lot of weird edges and shading issues on the model. The lighting and stuff still needs a bit of work as well, it's not right on yet.
But,,, damn I'm soooo happy for what I was able to achieve, I didn't think I could do it this early! When I played it in the engine for the first time, it felt soooo real, I felt like I was in the game universe. I'm very excited to keep making more, and getting better with this stuff!
In the far future, I'll export it as an exe so you guys can try it out as well!
Next up in future again is probably rooms in comte's mansion, Sakamaki's house rooms, some piofiore rooms, and continuing with Olympia Soiree. Those interiors seem the easiest to start with.
comment to be tagged in future updates of this project!
tagging:@pettyval @h34rt1lly @dark-frosted-heart @vampiresruinlives @h34rt1lly @bespectacledbun
also if any has any questions or suggestions plz feel free to comment or dm me! Any feedback is appreciated!
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clowngames · 5 months
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i’m a game dev student at an art school and i’ve been really struggling with finding my niche…. i LOVE being a environment/modeler/texture artist, and i want to have more skills in the design/tech side… but i’ve been struggling really hard with learning unreal engine 5 for my classes. do you have any experience in unreal5 blueprinting or just anything more on the tech side? i would appreciate some advice to get through these tough college quarters :’D
Whenever someone entering gamedev on the programmer side is struggling to figure it out, there are generally two reasons for this.
The first is that they're struggling to get into the programmer mindset. Blueprints try to bridge the gap, but code doesn't work like english. It doesn't even work like the human brain. When we think or talk we take shortcuts to formulate or convey ideas because we can trust that when it comes time to interpret those ideas another person (or ourselves in the future) will fill in those gaps. This is so intuitive to us that we don't even notice that there are gaps. Programming forces you to become aware of how many gaps there are and fill them, and quite frankly it's a humbling experience.
I'm probably not saying anything you don't already know, but I want to emphasize that the way coding works is unintuitive to most people and we need to retrain our way of thinking to get good at it. This is unfortunately not a fast process. It's very common especially for new programmers (though I'm not immune even now) to go "I'm a fucking idiot, I'm a fucking idiot, I'm a fucking--I'M A GENIUS" because of the cycle of shit not working for stupid reasons and then finally working.
The second problem is that they're unfamiliar with (and overwhelmed by) the library they're working with.
A "library" in a programming context is typically collection of functions and objects you can import into a project, but each game engine has its own built in libraries which the engines are built around. These are the verbs and nouns that aren't built into, for example, C++, but have been added by Unreal Engine to make it easier to make games.
The better the game engine, the larger the library. Unfortunately, the larger the library the more overwhelming it is because that's a lot of shit to learn.
In your case anon the "library" would refer to the different kinds of nodes you can add to the blueprint. When you're new to it, even an expert Unity dev will struggle in Unreal because they don't know what their options are to accomplish things.
Now the reason I break down the new-programmer hurdles into two distinct problems is because they often seem like one problem, which can make it hard to solve. Both get better with experience so sometimes slamming your head against a wall is a viable way to get through them, but it's not the best.
If you think your main issue is the first problem, you can work on it through "exercise." This can be in the form of taking programming courses on codecademy (I'd recommend C++ since you're using Unreal, though C# isn't a bad choice) or by playing a game by Zachtronics like Infinifactory or Opus Magnum. These games are "programming puzzle games" and I can personally attest to having gotten better at Infinifactory as I got better at programming.
If you think it's the second problem, the biggest solvent is curiosity. When I get into a new engine, I spend a bit of time learning how it works and then immediately try and figure out how to do dumb shit in it. I made an incremental game in RPG Maker just to see if I could. It wasn't good, but it was a fun educational experience. Sometimes I'll come across a function I don't understand, and I'll open the engine's manual and read about the function and use that as a jumping off point to dive into similar functions.
It doesn't feel good for my advice to be "read the manual" but genuinely there's a point where you realize that you're reading the manual instead of watching youtube videos and it's like, holy shit I'm a real programmer. It's a sign that you're getting comfortable enough in the role that you're learning what questions to ask to figure out what you need to know (youtube is still a great resource of course).
All of that said though, if your aim is to be an environment artist I think it's okay to be bad at programming. Survive college, of course, but if you're in a team with a dedicated programmer (which you will be if you are not the programmer) then all you need is to be able to understand how to communicate with the programmer. It's really beneficial to know enough about the fundamentals of what you're working in to know what info the programmer needs from you and what info you need from them, but you don't have to be good at it to do that!
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eden-west · 2 months
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Been working on an art test for a job. I made a panicked stego.
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paburoviii · 2 months
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I got Rank B from #TheRookies#gamedevelopment from my project Japanese Forest Shrine made in a Workshop by Steven Downer Organized by Draw Break and thanks to Tim Simpson for the inspiration
The Rookies
ArtStation
#unreal#unrealengine5#gameart#gamedev#lowpoly#realistic#japan#japanese#shrine#forest#videogames#games#props#textures#SpeedTree#maya#3dsmax#substancepainter#enviormentart#enviormentartist#3d#3dart#3dartist#artstationhq#zbrush
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betadecaygame · 1 year
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Unfortunate: I deleted a project I was working on bc I didn't agree with what they were doing buuuut I recently found out they walked back their download policy so I went to restart said old project since I know Unity much better then unreal5 (I've been trying to learn but I 'm bad at teaching myself) aaaaaand just remembered I deleted all my progress.
Time to restart
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hectorhoyo · 6 months
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Unreal Engine practices
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statichex · 2 years
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I have no idea what I'm doing. I'm not a big social media person. If you follow me expect 2-3 posts a year ranging from tech tips, artwork, and whatever else my ADHD throws up on here.
For my first post here's a pic of a ufo on the moon I did in Unreal5
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