Hey everyone,
After this year's GDC and getting a lot of solid feedback during portfolio reviews; I found that I was lacking a nice hero piece.
With this, I found an incredible
Concept by
Tung Nguyen that inspired me to recreate in the Unreal Engine.
My goal for this environment is to push a concept based recreation, while experimenting and learning more about next-gen practices. Any feedback along the way is appreciated, as I still have a lot to learn. I am currently working on a mobile title, so I will be working on this environment whenever I have free time.
Technical Goals:
- Vertex Blending from a tileable 2048 x 4096 atlas
- Implementing DX11 tesselation
- Level building an environment with full collision for an available .exe walktrough
- Utilizing RGBA channels heavily while using external textures sparingly, just to use less textures
Other Inspirations:
- UDK Modular Masterclass - Efficiently Creating an Entire Scene with Tor Frick
- An exercise in modular textures - Scifi lab UDK
- The art from Borderlands, Fallout 3, and Red Dead Redemption
Replies
I know it's been a minute, but here are some shots from my first week back at it. I've replaced most of Epic's assets from the blockout and have almost finished my first low poly pass. I also laid out some of the base lighting and added a new room inside the helm. Over the weekend I'll be refining the forms and doing a detailed pass on all models.
BarnabyJones: Yea that was a huge deciding factor in name / acronym haha