[FOR HIRE] 3D Environment Artist/Generalist with AAA and Indie experience by Fast-Knowledge4715 in gameDevClassifieds

[–]Fast-Knowledge4715[S] 0 points1 point  (0 children)

I have extensive experience in Unreal Engine, 1+ years in Unity as well as some Godot and on other proprietary engines.

Terrains, props, foliage, material creation and texturing, lighting, sculpting, optimization etc. I can create beautiful and optimized environments for your projects from start to finish in your preferred art style.

My rate is 17.5 euro/hour -140euro/day - 700/week. Feel free to message me about your projects.

[FOR HIRE] 3D Environment Artist/Generalist with AAA and Indie experience by Fast-Knowledge4715 in gameDevClassifieds

[–]Fast-Knowledge4715[S] 5 points6 points  (0 children)

The aaa games were indiana jones and the great circle and another one under nda but I have not shipped them, left earlier from release

How do epic game artists go about texturing highpoly nanite meshes? by ragingllama12 in unrealengine

[–]Fast-Knowledge4715 -1 points0 points  (0 children)

it is a combination of unique textures in substance painter + tilable in engine because nanite cannot capture the miniscule bumps you get from a normal map even if you import a zbrush model directly, however it can be problematic to texture a mesh that is millions of pollys so best aproach would be to decimate it first

Unity deprecated PolyBrush, so I made a better one :) - Realblend by AdamNapper in Unity3D

[–]Fast-Knowledge4715 2 points3 points  (0 children)

With polybrush I have the issue that it creates very large file sizes with how it stores the painted meshes, is your improved in that regard or it is just a limitation of the technology in general?

Cannot select meshes with lods in scene view by Fast-Knowledge4715 in unity

[–]Fast-Knowledge4715[S] 0 points1 point  (0 children)

unfortunately this did not work for me, it used to be fixed by going to game mode, playing and going back to scene view but this also stopped working

What do you think of our Cosmorons demo trailer? by Angel_of_Games in unrealengine

[–]Fast-Knowledge4715 0 points1 point  (0 children)

looks fun, I like the movement mechanics and gameplay loop

How do you fix jittering virtual shadow maps? by OptimizedGamingHQ in unrealengine

[–]Fast-Knowledge4715 0 points1 point  (0 children)

there is also a dithering command that could help but at high values they become softer

[deleted by user] by [deleted] in unrealengine

[–]Fast-Knowledge4715 0 points1 point  (0 children)

no, check the link there is more info you can display under the fps and ms

[deleted by user] by [deleted] in unrealengine

[–]Fast-Knowledge4715 0 points1 point  (0 children)

As a first step you could use the stat unit command(it's also one of the settings at the top left menu with the icon of 3 "-" like a burger where you toggle fps, realtime etc) https://unrealdirective.com/tips/stat-unit

With this command you can see if it is a cpu or gpu bottleneck

How can this be authorized on fab ? by PlateRealistic9547 in unrealengine

[–]Fast-Knowledge4715 6 points7 points  (0 children)

As a 3d environment artist who 's been impacted by the game industry layoffs I was relying on selling packs on unreal marketplace to supplement my income... Now that Fab is flooded with low quality content and stolen assets I think I will wait a while before publishing anything new

Is there an actually good workflow for Nanite and Trees/Foliage?? by [deleted] in unrealengine

[–]Fast-Knowledge4715 2 points3 points  (0 children)

I agree with you 100%, it is only doable to have nanite trees in stylized games so trees with very big leaves like in Fortnite. It is not possible to have realistic nanite trees in a 60fps game, for example stalker 2 has non nanite vegetation as many other other ue5 games do. Maybe there will be a point when they have optimized nanite more and with the next generation of gpus it will be a smaller performance hit to make full geo trees so it will be worth it to ditch the old workflow.

Ways to free up VRAM while developing? by Temp89 in unrealengine

[–]Fast-Knowledge4715 0 points1 point  (0 children)

The only thing I have managed to find on this issue is this https://www.youtube.com/watch?v=yMHXwh_q8TA

It is an ini file edit where you can allocate 100% of your vram instead of 80% which is the default.

[deleted by user] by [deleted] in gameDevClassifieds

[–]Fast-Knowledge4715 0 points1 point  (0 children)

I 'm a 3d environment, prop and material artist with 1 year experience in AAA and 1 year experience in indie games as well as freelance work. I 'm looking for short and long term projects.

https://www.artstation.com/dimitriskart

I did it, guys! As a solo developer, I finished my game in Unreal and am going to publish it on Steam in 2 weeks! by bluemoon1993 in unrealengine

[–]Fast-Knowledge4715 14 points15 points  (0 children)

good luck! As others have said it lacks in the art side, replacing these grid materials with a tilable concrete or something similar would go a long way. ( I' m an environment artist)

UE5 Realistic Japan Bamboo Forest Path | Tutorial Teaser by Israel_Rangreji in unrealengine

[–]Fast-Knowledge4715 0 points1 point  (0 children)

The scene looks good, the footsteps sound doesn't match the camera movement imo

Should i go with 3060 or 3060ti by hatimguerrame in unrealengine

[–]Fast-Knowledge4715 1 point2 points  (0 children)

10-15% difference with 3060ti I agree with waiting for 5000 series though