UE4 - Stylized Dungeon

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RipNic polycounter lvl 7
Hi Folks.
Working on a stylized Dungeon / Prison Scenery, its gonna be in a 2D side scrollers point of view.
C&C are more then welcome

Here is a simple blockout done in Maya and a Test version in Unreal with some quick lights and post effects to it.





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  • Caiterade
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    Caiterade triangle
    ooo. Can't wait to see the textures :3
  • RipNic
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    RipNic polycounter lvl 7
    Hi Guys, sorry for the slow response have been busy with the scene but here is some progress at least :)
    Also what do you think , straight floor or the bar grid instead?
  • Fweddy
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    Fweddy vertex
    I like the floor with the bar grid, it looks more interesting and less flat that way.
    It's coming along quite nicely, can't wait to see the final scene!
  • TOBSn08
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    TOBSn08 polycounter lvl 4
    This looks great already :) Very modular. Also like the grid. Are you doing anything for the foreground? Right now it just cuts off. Or is that now in view?
  • jose.fuentes
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    jose.fuentes polycounter lvl 2
    This is great! keep it going, can't wait to see it finish 
  • RipNic
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    RipNic polycounter lvl 7
    Hi Folks. I will try my best to keep a regular update. it is alot of work for one man army so doing my best:)
    Anyway I thought to share you some sculpts of the assets I am working with.

    Also I am a fair beginner in unreal so every new thing I encounter is a challenge in its self.
    Never done lighting, then I have to watch some tutorials on that and so on . 


    When I added the new pillars into the scene and tried a lighting bake session this thing occurred?


    And here is some sculpts of the assets. Its a lot of modular building,duplicating models and copy uvs.
  • RipNic
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    RipNic polycounter lvl 7
    TOBSn08 said:
    This looks great already :) Very modular. Also like the grid. Are you doing anything for the foreground? Right now it just cuts off. Or is that now in view?
    Yea I will tweek the camera in the end and worst case scenario add more assets to fill out the gaps, But that is something I will do later on 
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