I just began with the blocking, I did some of them but I think that I will choose the first one
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!