UE4 : Weapon Special Attachments pack

Hello!

Last week I send a pack of models to Unreal Marketplace team for testing and checking. I don’t know, will they accept my works but I hope everything will be OK and in this state I’ll attach an additional link to marketplace item.

I have add a page called Unreal Engine 4 assets pack: Weapon Special Attachments – it is a presentation page with images and description. I was try to write shortly and provide information in the most exact form.

Here is a preview of Weapon Special Attachments overview map

Weapon Special Attachments Featured Image

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Modeling nice seams on your Highpoly model for future Normal baking

Hi all.

This image shows an example of smoothed mesh with sliced panels
An example of smoothed mesh with sliced panels

In this topic I want to share with you my method of adding flat details, like panels and seams, on you high polygonal models for future normal baking and texturing. Somehow it is similar to ZBrush’s Edge Loops and mesh extraction, but I use 3dsMAX built-in modifiers only: Slice, Smooth, Shell and Delete Mesh.

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Studying: Unity lighting (wip)

Good day.

Here is some images from the begining. You can see that interior is really empty and I’m a total newbie in Unity lighting, but I’m interested in lighting the interior to achieve realistic results.

An image shows the very begining of interior in Unity
Unity interior design on early stage

You can see that I made a walls, windows and door boxes still empty. The ceiling and the outer walls are used for shadow casting only.

Also, I’ve started to make a pack of blockouts of funiture to speed up my workflow in the furure. It’s in the progress now and I’ll provide a link to pack when it will be ready.

Short period planning

Hello to everyone.

It’s time to make a short list of things in 3D that I can (and plan) talking about:

1. 3D Modeling.
– both highpoly and lowpoly; and something strange called “midpoly”;
– Hard-Surface modeling (for subdivisions and in ZBrush).

2. UV layout, texture baking and texturing.
– unwrapping, packing and padding;
– checking of padding;
– baking of normals and occlusion; check in Marmoset.

3. Lighting setup and rendering in Unity and Unreal.*

* I’m currently researching both these engines and, by toggling from one to another, I tell myself frequently that they both are just amazing! Okay, they differs in realization, but they are both cool.

What I like the most in Unreal is a powerfull material editor, instancing material parameters and a very realistic GI and lighting. Seriously, I’ve put a model in Unreal, setup direct light and refection volume, press “Bake” and here is what I’ve got:

Image shows an Double Action Laser lowpoly game asset, rendered with baked lighting in Unreal Engine 4
DBAL render from Unreal Engine 4
Image shows a wireframe and baked normal map, as well as additional LOD level
DBAL wireframe with normal mapping and additinal LOD

I’ve uploaded both models with their wireframes so you can see it’s definitely lowpoly. In my opinion their looks quite pretty even with simple lighting.

And the most thing I like in Unity is it simplicity and what it works well even on slow computers. Today I’ve made some test with interior lighting and – for holy sake – I could work even then Unity bakes lighting in the background! You know, after years working (or better say “waiting”) with VRay it is an incredibly cool.

I’m making some tests in Unity now and I will show my result later.

4. Make a list of terms of CG graphics.
I know there are a lot of amazing resources like Polycount or 3dTotal, or Game Artistans where you can find TONS of information, but I wish to collect different terms in one place just to organize their meaning for me. And if I found something interesting on another resource – I’ll give a direct link to it.

For start:

Realtime – refers to everything that acts ‘here and now’ in real time; for example: by rotation of Direct Light in Unity you can see how changes light and shadows – your system computes data right now and shows the result to you.

Unity Engine – it is a game engine (just like Unreal Engine); often sweared by users of Unreal Engine just for it’s existence.
But to be true: Unity is a great and complex product that allows you to create video games (3D and 2D), realtime presentations, short films (perhaps, everyone know “Adam”?) etc. In major it differs from Unreal by interface and some features realization.

Unreal Engine – is a game engine just like Unity and it’s main competitor. It is possible to make almost the same that Unity can do: video game, presentation, architectural visualization, short films, cinematics and a lot of more. In some cases this engine is more powerful, in some not. I heard that it harder to deploy a mobile game on Unreal but I don’t try it by myself.

Unreal Engine has a great system called Blueprints – it is a visual node-based scripting language which allow you to implement world interactions and assets behavior. A Bluepints is also available as a C++-based language and also Blueprint – is a container for asset and it’s behavior (a structure called “Prefab” in Unity).

That’s all for now. Have a nice day and stay tuned 🙂

PS: By the way, model I’ve shown in this post are available on Turbosquid. It is available in formats MAX, FBX, OBJ and as an asset for Unreal Engine 4.11.

PBR blog, let’s start!

Hi guys and gals. Welcome to my personal blog.

My name is Max and I am a 3d-artist (here could be voices “Hi Max, nice to meet you” – like in a group of AA).

I’ve created this blog for achieving some goals:

  1. To manage my thoughts in 3d/CG and make me more precise with terminology and knowledge. Of course, this is all about PBR* and realtime engines like Unreal and Unity.
  2. To collect my art works in one place, just like my big portfolio. Also, it will be very nice to achieve thoughts, comments and critics.
    There are a lof of beautiful resources (like Artstation, DeviantArt or Render.ru ) which allows you to share your art with everyone in Web, but the truth is: by sharing something you can lost your viewers in a flow of another artists works. Especially, then you are not producing something really unique and trending at this moment.And if you don’t achieve comments, likes or at least views – this is very anoying.
  3. To improve my English.
    It is simple: I like English but I am not use it a lot.
    Reading articles and seeing films is not a problem, because I understand almost everything, but it’s straight hell for me to write an English text (or tell something to someone).Hope I could make my English better by writing articles. And if you like Russian – here is blog version on my native language.
  4. To earn some money.
    I wrote this goal in the end for one reason: thought money is very important for me I don’t want to make this site overflown by a waste of empty text. Sometimes I will post here links on my stock 3d models at Turbosquid, Unreal Marketplace and Unity Store. And also I want to check: will links from this blog grow my product views and sells.

* PBR means Physical Based Rendering. Sometimes you could see other terms used: for exmaple, PBS (Physical Based Shading). And sometimes you read that kind of question: “Ok, I know what is PBR. But what it difference from PBS?”.
I run Google and here on Polycount I found a good definition of what PBR really is: think about it as a high-level concept that includes rendering, shading, lighting etc. So, PBS refers for shading only, not for rendering at all. And then someone write PBR or PBS they – he probably mean achieving and image which computation based on physical principles.