I saw some people were making a hallway environment from a Deus Ex concept piece. I decided to give it a go myself.
It's all modular and tillable. Feedback would be great.
I can post the process too if anyone is interested, showing all the textures and modular pieces I used. (:
Replies
I'm still learning UE4. It was quicker to just plop it in Marmoset and it looked nice too. In due time, this is literally my fifth asset.
Thank you very much! (:
It's much better than the vehicle asset I made before it, but I still have a long way to go. Hoping to get the hang of PBR and UE4 for my following assets.
This is the concept art I worked from
And here's the modular list
Also, all your edges are very tight, in the concept everything looks nice and smooth, whereas in your execution most edges look razor sharp.
http://artforgames.com/guide-bevels/
Id say 2k tries PER mod piece is perfectly acceptable. Especially for a port piece. Show wire frames to show you are using the topology for visual quality, yet still being efficient.
Im curious, what engine and what system are you aiming for, with those specs? Or are you talking purely portfolio stuff?
And wow, feedback from HP! Listen to this guy!
The reason I didn't bevel the edges is because I've found that it messes up the smoothing groups on flat faces where the topology isn't perfectly clean. For example if that flat surface is sharing a smoothing group with the bevel, so that it has a nice smooth corner, the flat surface ends up kind of rounded looking and you can see the topology sometimes going funky.
Any advice on that when doing efficient topology that isn't just clean high poly stuff?