Started this project about three days ago for a class I'm taking and to use as a portfolio piece.
We were asked to start a development blog about it, so what better place to do it than on polycount.
The scene is planned out to be a steam/cyberpunk old west town.
I want it to be playable at 60+ FPS. So optimization will be a key feature.
Also, it must be mostly completed in 9 weeks.
Progress as of 04/25/17:
Tentatively finished this model today.
I created my own collisions for it in Maya since you will be able to walk inside and go up the stairs. Also, just good practice.
Instead of having a bunch of meshes with unique texture sets, I plan on utilizing texture sheets (or atlases?) for 90% of the models in the scene (including the shop above).
A couple materials I put together in Substance Designer...
Finally, my currently boring Unreal material setup. I'm sure as the project goes on this will become a little more complex, but this is all that's necessary for now.
Note that I pack my Metal, Rough and Ambient Occlusion into one map.
I plan on utilizing the alpha channel on my color map for emissive when needed.
C&C very welcome.
I'll try to keep this up to date with semi-daily progress.
Replies
Other updates include:
A landscape height map I generated using World Machine.
A custom HDRI setup using an HDR from http://hdri-skies.com/.
Messed around with the lighting a little (I typically change the lighting around every time I add something new to the scene).
I setup an instanced material for my HDR so I could mess with things like brightness and tints, as well as warping.