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Lovely work ! You mentioned "When lighting the scene, I used Light Functions to create the illusion of light passing through clouds, thus lighting the environment unevenly" do you think you could show what is the setup to get such a precise result ?(meaning highlight the area you want?)
Amazing art. I'm curious how the rocks manage to be such a natural part of the terrain! It really looks like they have been there for ages.
Freelance 3D environment artist Sungwoo Lee has published a free pack of PBR materials for UE4 users to use in their scenes. The pack includes 12 textures and 1 Substance Designer file. All of these materials were used in a small personal project, created by this artist. Although not fully realistic, these materials doo look very cool and will definitely make a lot of artists happy.
All these (procedural) textures are made in substance designer and I plan to get out next volume.You can tell what kind of textures you need, I will take some popular material that you asked and then add them into my next volume.
About these textures, I didn’t put my time into calibrate roughness.Because different engines have with bias on their reflection, you need calibrate roughness by your self depend on your environment or engine. So all my these textures just have basic balance of roughness (but it’s correct).
I know these texture are not full realistic, but it’s effective. If you guys want full realistic texture just post your comment below.