![]() ![]() I mean we can’t be the only ones working on a UE5 project now already in UE4, right, right? ![]() How would you further improve this workflow? ![]() Texture the model in Substance Painter, on a good PC it can handle up to ~5 Mil tris well. 2-5Mil tris, depending on model complexity.ĭo UV Layout in Maya (very slow) or Rizom UV (faster and better). Then build the table in a separate ZBrush scene out of the planks. We have a slightly stylized art style, so 100k tris is enough to keep all details. Give it a basic unwrap with UV Master.ĭecimate (keep UVs) it in ZBrush to like 100k tris. Model each plank with ~ 2mil tris in Zbrush. For example, a medieval table consists of many wooden planks. I would be super interested in knowing how teams already working towards a UE5 project are handling 3D modelling workflows now? It ain’t just a question about how many polys you can push on a single model. Even at a locked frame rate at filmic 24 FPS and a lot of overhead - you have to plan your scene as it currently is. You can pretty easily run out of VRAM in ue4 if your not careful. Virtual production is also going to benefit from this. I’ve worked with offline-rendering professionally for 9 years and used ue4 for 3 of those years on private projects, and I’ve been pushing for a shift over to ue4 since rtx became a thing, and Nanite and Lumen is going to help make that transition a lot easier. There are still a lot of unknowns about the limitations, but this will enable, not just games but other media too, to tap into the unreal engine workflow that wasn’t possible before. Yes, it may not be feasible to do 5 million polygon texturing in substance painter, but who says it have to be 5 mil - Nanite is just a tool in the toolbox to make your life a lot easier (from the look of it). Create Your Profile - Game companies can contact you with their relevant job openings.I think you are looking at it from a very narrow perspective. Playground Games is an equal opportunities studio and encourages candidates of all backgrounds to apply. ![]() This is a fantastic opportunity to make “world-class games” with an established, talented, and collaborative team at one of the industry’s most exciting first-party game studios. Experience with Houdini or other procedural tools is a bonus.Fluent in rendering, memory, lighting, animation and other character-related topics Strong verbal and digital communication skills.Effective collaborator with growth mindset and desire to help others to do their best work.Proficiency in Python or similar language, ideally with experience creating scripts for Maya or 3ds Max.Experience working with character shaders (node-based or HLSL).Experience creating character art and/or supporting a character art team using industry-standard art applications (Maya, Substance, ZBrush, etc).Our ideal candidate will bring the following skills and experience:.Identify bottlenecks and promote best practices for authoring characters to help our artists do their best work.Take responsibility for the performance of characters in our game by creating tools and processes to ensure the best possible balance between quality and cost.Support the team's vision to create an inclusive roster of diverse characters.Work closely with the rendering team to create character shaders that push visual quality to the forefront of the industry.Take ownership of the authoring and export tools for character artists (supported by the Technical Animation team who are responsible for rigging/skinning of characters).Our Character Technical Artists provide a wide range of support to the character team: You will be responsible for finding and delivering improvements in quality, workflow and performance for characters in the game. Apply Save Playground Games is looking for a Character Technical Artist to join our Fable team to support our character artists to create diverse, high quality characters for our game.Īs a Character Technical Artist, you will collaborate across multiple disciplines acting as a bridge between art and engineering teams. ![]()
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