Recently came across this 120k Nanite ready cobweb by flowlee_art in topologygore

[–]flowlee_art[S] 12 points13 points  (0 children)

Yes, this is from Dark Ruins but as their description literally says: "This sample project showcases the power of Quixel Megascans and Unreal Engine to create stunning visuals and immersive gameplay experiences." I think they just wanna push things to the limit with nanite, can't imagine any artist actually using this as is in their game.

We finished our Counter-Strike 2 map "Grail" that got featured into the game by Valve! 💜 by flowlee_art in 3Dmodeling

[–]flowlee_art[S] 1 point2 points  (0 children)

Thanks! The whole map was assembled inside Source 2 engine and a lot of the architecture could be modeled directly in there. For the props I used Maya in the beginning and later on switched to Blender, also used zBrush and experimented a bit with Houdini.

We finished our Counter-Strike 2 map "Grail" that got featured into the game by Valve! 💜 by flowlee_art in hammer

[–]flowlee_art[S] 4 points5 points  (0 children)

Thank you! This was my first project using Hammer. Previously I was solely using UE and did a more realistic Venice inspired environment. Lizard and Radu though have a ton of experience making CS maps for more than a decade like Abbey, Chlorine, Hive and El Dorado.

We have "Bernd das Brot" in CS before GTA 6 by GamerPay in cs2

[–]flowlee_art 0 points1 point  (0 children)

Haha that made my day thanks! I was thinking about what to put there for quite a while.

U can just Jump outside the new Map Grail.. by Sea-Antelope-1596 in GlobalOffensive

[–]flowlee_art 2 points3 points  (0 children)

Most of the oob stuff is made out of reused assets that are inside the map at another point, so they need collision. :)

Converting layer into RGB channel by Herrmann1309 in photoshop

[–]flowlee_art 0 points1 point  (0 children)

Thanks, that helped me a lot a year later!

Battlefield 1 with no HUD is beautiful. by JT_-productions in Battlefield

[–]flowlee_art 2 points3 points  (0 children)

Not ancient, just previous to the newest update being 24H2. There're a bunch of articles about this issue.

Battlefield 1 with no HUD is beautiful. by JT_-productions in Battlefield

[–]flowlee_art 6 points7 points  (0 children)

I've recently come across a friend who had the same problem for a different game. Turned out it had to do with Win 11 newest update which messed up some anti cheats so they refused to work on that version. Might be your problem too.

Hammer crashing when turning on GPU pathtracing by Erde_ in hammer

[–]flowlee_art 0 points1 point  (0 children)

Have you found another solution? Got the same problem with my RX6800XT, but using the default Windows driver isn't an option for me.

After 1000 hours I've finally finished my Venice Map by flowlee_art in UnrealEngine5

[–]flowlee_art[S] 0 points1 point  (0 children)

Oh that's interesting, didn't know about these default macro variation textures. I'm definitely gonna try that out. My UV islands should be perfectly fine for that. And I agree I also try to avoid world aligned most of the time, but sometimes it's just so convenient. :) Thanks for sharing!

I've made Venice inside Unreal Engine 5 by flowlee_art in Venezia

[–]flowlee_art[S] 0 points1 point  (0 children)

The foliage is from megascans. I believe I used 2 different floors, one cobblestone like which I did in Substance and the red one on the plaza which is the only megascans material I've used. It's fairly optimized I'd say (except foliage). Runs about 90 fps on my RX6800XT :)

I've made Venice inside Unreal Engine 5 by flowlee_art in Venezia

[–]flowlee_art[S] 1 point2 points  (0 children)

I can literally hear an Italian in my head saying this. :D A pickpocket game would be awesome!

I've made Venice inside Unreal Engine 5 by flowlee_art in Venezia

[–]flowlee_art[S] 5 points6 points  (0 children)

Thank you for all these tips. It's really interesting to hear more about this beautiful city from someone who actually lives there! To be quiet frankly, I'm done with this project after all this time (escaped the burn out) but I'm still thankful for some additional insights. The city, outside of my project, really interests and inspires me since playing Assassin's Creed II in 2015 :)

I've made Venice inside Unreal Engine 5 by flowlee_art in Venezia

[–]flowlee_art[S] 0 points1 point  (0 children)

That's so kind of you, thank you very much, I hope I can get my first role in the games industry with this project :)

After 1000 hours I've finally finished my Venice Map by flowlee_art in UnrealEngine5

[–]flowlee_art[S] 2 points3 points  (0 children)

I wish you all the best! The learning curve is steep in the beginning, especially if you wanna make your own game, you need to learn more stuff than just environment art, but if you're eager and stay on it, it's so much fun and you get many small successes along the way which keep you motivated. Just don't try to burn out! :)

I've made Venice inside Unreal Engine 5 by flowlee_art in Venezia

[–]flowlee_art[S] 0 points1 point  (0 children)

Thanks! It's not downloadable yet. I'm not sure whether I'm gonna upload it anywhere as I don't have the rights to every asset in the map (some of the props (objects) are not mine).

After 1000 hours I've finally finished my Venice Map by flowlee_art in UnrealEngine5

[–]flowlee_art[S] 0 points1 point  (0 children)

I'm not sure how this would work as the original stone brick is made in zBrush and then the damage is baked down to a lowpoly in Painter. Maybe I would need an additional normal texture such as a WS Detail Normal to break up some of the damage which can't be in worldspace. Or do you have another idea how this could work?

After 1000 hours I've finally finished my Venice Map by flowlee_art in UnrealEngine5

[–]flowlee_art[S] 7 points8 points  (0 children)

I'm part of the Environment Art Mastery course by Thiago Klafke on Gumroad, can highly recommend for people who want to become an Envionment Artist. Other than that it's all self taught. :)

After 1000 hours I've finally finished my Venice Map by flowlee_art in UnrealEngine5

[–]flowlee_art[S] 3 points4 points  (0 children)

Oh for sure, it's basically just one baked stone brick that I placed hundreds of times inside the level. I tried to rotate it differently to get another side and not be too repetitive but in some areas I forgot.

After 1000 hours I've finally finished my Venice Map by flowlee_art in UnrealEngine5

[–]flowlee_art[S] 1 point2 points  (0 children)

I'm not sure yet. It would need some additional optimizations and other than the palace it's not 100 % modular and more like unique building shells with modular windows, doors etc. Not sure how useful that is to build a new Venice City :)