Are you keeping this scene high poly, based on those wireframes, or do you intend to lower poly count of those objects? if intended as a playable game environment.
If you are aiming to mimic a current gen workflow and potentially attract future employers in the game development industry I would recommend taking a second pass on your assets to further optimize the geometry. Judging from the high quality of your work I would expect you're aware of this, but it could be a missed opportunity if a potential employer sees this outstanding environment and then finds out that the assets are not well optimized for a game engine.
In any case, I'm looking forward to seeing more of this!
Short answer I just don'r have time to make LOD's and bake high poly detail onto low polys. I am aware of the processes to optimize for a game but I'm just making this as a chance to practice substance painter and get to know UE4 a bit better.
Short answer I just don'r have time to make LOD's and bake high poly detail onto low polys. I am aware of the processes to optimize for a game but I'm just making this as a chance to practice substance painter and get to know UE4 a bit better.
A lot of professionals several years into their career start moving towards less game-art because the process takes a long time. They however, have a proven track record of released triple A titles and a portfolio full of game-optimized art. If you've yet to be hired, or don't have a portfolio already full of game-art or several released titles , it's a bad idea to show everybody that you don't understand or actually "do" the process. Also , if pointed out by several people here, you probably should consider it, taking into account that we're a forum filled to the brim with professional artists currently working in the industry.
Now for the assets themselves, I think they look good man, even if you don't feel the need to do unique normal map baking for these assets you still don't have to be wasteful with polys, put polys where you need them to be. If you really want to get into the details of things you could think about how the wooden prop was assembled, it's usually not carved from one single bit so it's okay if the wood-fibers switch directions in certain areas as long as their is an "seam" or whatever to show it.
But just keep churning man and see how far you get, the assets are looking cool so far imo
Thanks for the feedback people ...I don't really have any interest in moving into the industry. I just do this as my hobby .Most of my time is taken up working for Google and their ridiculous hours .It's just something I do in my spare time.
Your scale is way out of proportion. Just beat the game and comparatively your furniture takes up way too much space in the hallway. If you're doing this just for fun though, ignore me.
I'm playing it too, I'm at the part with the two key cards. The proportions are easy to scale in UE4 I'm just getting crap in there to have a look at it. I spent my whole evening working on a door just to scrap the texture I can't get it to look like I want it to, very unproductive day. Weekend should get a bit done.
It hurts my eyes seeing so many unoptimized "game assets". You should decreace the amount of polygons where they're not affecting to the silhouette, no matter if you're doing this as a hobby or as a professional. It's just stupid to leave them like that and it's totally unprofessional, especially if you're rendering these in a real-time GAME engine. So... to be honest, I can't fully enjoy your work, because of the nasty truth in your low poly assets.
In my opinion optimizing is really FUN, it's frigging cool to look at polygon count lowering down, while your low poly object is still conforming the shape of the high poly - and then baking the normals, mmm, yummy... It's really rewarding thing to do, trust me! And you can STILL make those low poly assets to look as good as they are now texturing-wise.
EDIT: Speaking of LODs, you don't necessarily need them in a portfolio piece, but as long as your low poly assets are optimized in the original LOD0 per object, which is all you need, you're good to go.
I'm seeing a lot of turbosmoothed stuff here. Like everyone's saying: cut those polies down! Even with LODs, your base meshes will still have a lot of extraneous detail in that will be dragging down performance. It's good to get in the habit of doing this if you want a job in the industry.
Moreover, (forgive my saying this) but there's a lot of detail in places where no one will notice; meanwhile the overall scene appears extremely undetailed. I'd suggest working on planning things out so that you work more efficiently. Efficiency is something we all need to take to heart both for how we work and what we ultimately produce.
I have the un-turbosmoothed low poly models and will use them in engine. I'm taking on board comments and keeping it low poly when I can ..if I need to bake normals i will but on more detailed prominent props only.
Lighting is bright and basic to see what's going on but this is how it looks so far ! plus door frame missing looks a bit strange, plus door to be finished .
Have been working on lighting ..imagine there's a lamp on the table ..windows, curtains ceiling skirts, ceiling more picture frames, door and frame still to complete
Great work so far, everything looks clean and smooth.
My two penneth on this scene so far is that it's a bit too...organised? The picture frame and carpet are placed perfectly, as is the table and the curtain rails. In RE7 everything is slightly off, with debris, general disarray and staining.
It's probably way too early days for this, but something to consider to give the corridor that real survival horror character; just some subtle position tweaks will do a lot of it. Nice job so far!
Thanks for the suggestions you're right it is too organise. I will add paint chips and debris , a lot more picture frames and tilt them a bit ....I also think addition of curtains with slight movement from draft will add to scene a few boxes maybe oh yeah thanks for that pic ..it's reminded me to add the light shaft to the moon light ...Just finished the table lamp have a look.
Think it´s a great start but some of the tiled materials are lacking some nice roughness information. Also maybe add some dirt to the bottom of the wooden trims and maybe remove a few panels showing the wall behind?
Hi everyone here's a little update .Haven't had much time to work on scene but working on ceiling..a lot of dirt and grime still to paint on and under paint colour will change....I also added the window frames still to be textured and the lamp ..adjusted lighting and added light shafts to moonlight ..also I added a little cardboard box position not final but will prob have some shotgun shells in it ...anyway here's some screens
Hiya! this is looking very promising so far! My only suggestion would be to maybe drop a person in and compare the scale of things against that! the light fixture next to the door looks very small compared to the rest of the scene looking forward to seeing this finished but!
I feel maybe my character is a bit tall but I will do a scale comparison soon.... As for the wall lamp scale thanks cause I was looking at it going i think it's too small but on my own and looking so much its hard to know but yeah i will scale that up. I raised the camera a bit I like to feel tall as i'm 6'2" myself so am used to it !
I will also desaturate the scene a little . res evil is quite desaturated and It also has a lot of bloom so I've tried to incorporate that into the scene !
As others have said, nailing down proportions soon will help. You may get a nice lighting setup that then looks funky when you adjust.
Your lamp looks a bit small.
the wainscoting boards are a bit thick, typically they are a kinda long and thin. The bumpy detail on the walls seems a big low res and large. Are you utilizing any sort of detail map here? Would be good to have that detail tile more to keep stay high res.
I'm not sure which direction you area headed yet. The wainscoting says the hallway will be very dilapidated and worn, but the nice rug, the walls, the floorboards are still quite clean.
I will be added more dirt and grime to the walls, floor and adding more debris ..I will also scale and duplicate the wall wainscoting boards as I agree they are a bit thick ..I've already adjusted some scale lamp etc ..I am currently working on the windows and will have an update tomorrow .thanks for input . and yes the wall texture is a bit low res I think i scaled up in substance painter ill take a look.
Will work on the door next, as of now it has no frame and is just a plain base texture. the wainscoting boards I tried narrow and prefer them a bit wider ... too much aliasing with a lot of boards also. Maybe I'll change my mind later. I'm still learning and going through everything. Watching Fabric and wind tutorials at the moment will make curtains soon enough. For Honor Beta starts tomorrow so this will probably take a back seat for the weekend ha.
Replies
In any case, I'm looking forward to seeing more of this!
Now for the assets themselves, I think they look good man, even if you don't feel the need to do unique normal map baking for these assets you still don't have to be wasteful with polys, put polys where you need them to be. If you really want to get into the details of things you could think about how the wooden prop was assembled, it's usually not carved from one single bit so it's okay if the wood-fibers switch directions in certain areas as long as their is an "seam" or whatever to show it.
But just keep churning man and see how far you get, the assets are looking cool so far imo
looks promising
In my opinion optimizing is really FUN, it's frigging cool to look at polygon count lowering down, while your low poly object is still conforming the shape of the high poly - and then baking the normals, mmm, yummy... It's really rewarding thing to do, trust me! And you can STILL make those low poly assets to look as good as they are now texturing-wise.
EDIT: Speaking of LODs, you don't necessarily need them in a portfolio piece, but as long as your low poly assets are optimized in the original LOD0 per object, which is all you need, you're good to go.
Moreover, (forgive my saying this) but there's a lot of detail in places where no one will notice; meanwhile the overall scene appears extremely undetailed. I'd suggest working on planning things out so that you work more efficiently. Efficiency is something we all need to take to heart both for how we work and what we ultimately produce.
My two penneth on this scene so far is that it's a bit too...organised? The picture frame and carpet are placed perfectly, as is the table and the curtain rails. In RE7 everything is slightly off, with debris, general disarray and staining.
It's probably way too early days for this, but something to consider to give the corridor that real survival horror character; just some subtle position tweaks will do a lot of it. Nice job so far!
Your lamp looks a bit small.
the wainscoting boards are a bit thick, typically they are a kinda long and thin. The bumpy detail on the walls seems a big low res and large. Are you utilizing any sort of detail map here? Would be good to have that detail tile more to keep stay high res.
I'm not sure which direction you area headed yet. The wainscoting says the hallway will be very dilapidated and worn, but the nice rug, the walls, the floorboards are still quite clean.