If any game artist makes it out and needs a safe space to be. reach out. We can help in Berlin / Germany. If we have anything, we have space at the studio. We can try to support with finding accommodations and visa stuff. We can certainly offer desk space and a friendly environment where you can at least keep your job running. it aint much, but if we can help. we will.
and if berlin is too close, our folks can likely help you in portugal as well.
@rexo12 Yeh, I made several and baked them to a plane in substance painter, threw on a few quick materials from the library and that's about it. The cobweb models in the scene are just flat surfaces made from a few polygons.
If you want to know more about the generator itself I made a breakdown video last week. I don't cover the baking process. I was considering making a video covering the whole process, though there isn't much to the baking/texturing part.
I worked on the scene some more over the weekend. I had some feedback on the Exp Points discord to reduce some of the visual noise, so I pared back some of the noisy dirt on the walls and tweaked the lighting a bit.
If you're looking for an experience indistinguishable from reality, VR may get there in 20-30 years.
However, a game that's fun to play is a heavily-designed experience.
There are heavily-designed spaces in real life... theme parks, landscape architecture, japanese zen gardens, etc.
So then it's in the details. Fine resolution. Natural wear. No repetition.
That requires heavy computing power and a lot of memory.
The final 15% will take 85% of the effort.
I've been busy with The Clubs January challenge, so I'm back with a small update.
It's been a long while since I've made decals in Unreal so I spent an hour the other evening downloading a bunch from Megascans to have a bit of a play before I try making my own.
I've also not been terribly happy with the composition, it's just a bit being just a long corridor. So I'm thinking of adding a corner in the foreground, and a doorway partway down to help create a bit more depth
Still plucking away. My aim is to get the scene done by the end of February. Still need to do the door frame and I'm using some Megascan decals at the moment which I want to replace with my own. Then I have a bunch of things I want to tweak, some textures, lighting, etc.
More images: https://www.artstation.com/artwork/aGgzbR
check out my new work: https://www.artstation.com/artwork/B39zOD
@sacboi I am planning to do two sets of renders, the 'skinned' one will be a bit more stylised and is a bit of an opportunity to play around a little bit.
This is what i'm looking at for the main renders.
I have cooled it a little bit in post-process, and I've had to tweak the saturation a bit to compensate for the colour-space curse. I am wondering if this is too dark of a tone, and that maybe I should brighten things up - although the deep contrast is nice at the moment.
And for the skinned version. Background is very WIP at the moment, although I want to set a bombastic kind of tone.
Thanks!
Lots of examples and some good advice in this thread.
There's a few different topology layouts that can work well for this kind of shape and a lot of different ways to approach the modeling part of the process. If the project requires subdivision modeling and the goal is to have sharp corners, while also using the minimum amount of geometry required to hold the shapes, then what's already been said about using the existing geometry as support and offsetting the intersecting shapes is good advice. It's also important to preserve as much of the shape accuracy as possible, since any unintentional deformations in the base mesh will tend to carry over into the subdivided model.
Below is an example of what this could look like. This simple topology layout can support some very sharp edges without generating any major smoothing artifacts. It's also worth noting that, after a certain point, there's diminishing returns on edge sharpness in the high poly. With baked normals the sharpness of the details is generally constrained by the size of the textures. Once the edges of the high poly drop below a couple pixels in size there's very little information for the bake to capture.
Here's a close up of the topology routing in the corners. Any abrupt changes in the edge loops that define the shapes is limited to the transitional area around the shape intersection. In the first row: the highlighted edges are used to control the relative sharpness of the rectangular shape. In the second row: sharpness of the shape intersection is controlled by the highlighted edge on the rectangle's side of the shape intersection. This helps preserve the shape accuracy of the larger cylinder and helps constrain any potential smoothing issues to the flat areas on the intersecting shape.
Here's what the shapes look like when viewed from glancing angles. The shaded subdivision preview can be used to evaluate the surface quality.
Here's another set of shaded subdivision previews. When working with lower density base meshes, it may be necessary to adjust the position of certain support loop segments to counteract undesired corner edge smoothing stresses. It's generally preferable to do this in a way that maintains the shape accuracy of the base mesh geometry but it's sometimes necessary to move a small portion of an edge loop out of alignment to control for smoothing behavior when the subdivision is applied. As long as the base geometry is relatively consistent and subdivides without creating visible artifacts then this type of subtle adjustment is generally a non-issue.
As far as modeling processes go, provided the individual operations don't cause any undesired deformation of the shapes, there's very little practical difference [in the final product] when comparing a boolean union style processes with an inset and extrude process. One is just a bit quicker and cleaner.
Extruding directly off the existing geometry of certain shapes can lead to unintended surface deformation and loop routing issues. Which is why this modeling strategy can be problematic for certain types of subdivision modeling tasks. That said, there still are certain situations where it can work well on subdivision models. It just comes down to whether or not the tradeoff between shape accuracy and modeling time makes sense for the project.
A more in-depth write up on topology and shape accuracy can be found here: https://polycount.com/discussion/comment/2746328/#Comment_2746328