Ambient Occlusion Masking in Unreal 4

14. January 2016 Materials 0
Ambient Occlusion Masking in Unreal 4
Hey, so this is just a quick post. I got some interest in an effect I had used in this last weeks post so I thought I’d share how I achieved it. In 4.9, Unreal added the ability to access it’s pre-computed ambient occlusion maps from within the material editor, which allows for some pretty ...

Learning from My Mistakes

08. December 2015 Characters 0
Learning from My Mistakes
I hate the Baron.  Of all the assets that have gone into the game none have cost me so much time and have paid out so little.  It’s not that he looks fundamentally bad, he just doesn’t look right for the game.  He doesn’t have enough character. He doesn’t meet the aesthetic style I want ...

Here’s the Church, and Here’s the Steeple

14. October 2015 Buildings 0
Here’s the Church, and Here’s the Steeple
Better late than never right? So my desire to have a new post out yesterday was defeated by my inability to get anything done last week. It’s not that I didn’t try. Lots and lots and lots of time has been spent trying to re-topologize the baron. Unfortunately all of the time has to be ...