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Foliage & Parallax Occlusion Mapping Techniques used in Paragon - Live from Epic HQ

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    [LIVESTREAM] Foliage & Parallax Occlusion Mapping Techniques used in Paragon - Live from Epic HQ



    WHAT
    To ring in the new year, Ryan Brucks comes on the stream to explore more of the art of Paragon. He'll be joining us to show off how the foliage was built for Paragon's environment, as well as how he uses Parallax Occlusion Mapping with materials. Come for the demonstration, stay for the magic.

    WHEN
    Thursday, January 7th @ 2:00PM ET - [Countdown]

    WHERE
    www.twitch.tv/unrealengine

    WHO
    Ryan Brucks - Sr. Artist, Technical
    Alexander Paschall - Community Manager - @UnrealAlexander
    Chance Ivey - Sr. Community Manager - @iveytron

    Questions for Ryan? Let's hear em!

    Last edited by Alexander Paschall; 01-08-2016, 07:28 PM.
    Twitch /unrealalexander| Twitter @UnrealAlexander
    How to report a bug? | Installation & Setup issues?
    Call me to a thread by posting this: [MENTION]Alexander Paschall[/MENTION]

    #2
    oh boy, not missing this one. I'd love to glance inside the environment backend

    Comment


      #3
      Environment Art? My body is ready. Can we get another stream with more Environment breakdowns in the coming weeks?

      Comment


        #4
        Excited for this stream guys!

        Comment


          #5
          I want to see more of that good looking MOBA paragon. (still playing Smite everyday, until Paragon)

          Comment


            #6
            Dang I'll be at school

            Comment


              #7
              Oh nice. The game looks completely awesome. Thanks guys for this!

              Comment


                #8
                I'm so excited.

                Comment


                  #9
                  Can't wait for the POM stuff
                  ARTSTATION: https://www.artstation.com/artist/noisestorm

                  Comment


                    #10
                    I love the Magic! These streams are really awesome especially geared to an active game being produced by Epic :P
                    W3 Studios

                    Comment


                      #11
                      I'll likely be at work during the stream. I'll try and tune if it's a slow day, though. Otherwise, I'll catch it on YouTube once it goes up =) Looking forward to it!

                      Comment


                        #12
                        POM and Foliage? Yiss, this is gonna be good!
                        SuperGrid: Marketplace Page | Feedback Thread | Demo | Website
                        Level design and prototyping for newbies

                        Comment


                          #13
                          This one will be brilliant! Can't wait for it!
                          Sr. Engine Programmer @ www.playspace.com - moritzwundke.com
                          Remember: be polite and respect other peoples opinions - Join the Unofficial Unreal Discord Channel - Found a bug? Then use the Bug Report Form to get it fixed ^^

                          Comment


                            #14
                            The environmental artist should have access to the art bible and game design document.
                            It wouldn't hurt to read a bit about the main factors affecting the art creation:

                            theme, perspective, genre, world size, technology and other limitations.

                            Thanks in advance!
                            Robert

                            Comment


                              #15
                              Would like to know polygon count budgets for those foliage as well.

                              Thanks.

                              Comment

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