Hello guys, i have been playing around with UE 4 latelly and i decided to put up a quick mini envio to learn it better and work on my skills. I decided to go with this concept i found from mass effect:
![7IWC7.jpg](http://puu.sh/7IWC7.jpg)
SO far i have been blocking it out and i would like some critics on it before jumping into the detailing as i am still feeling im missing something
![7IWYx.jpg](http://puu.sh/7IWYx.jpg)
Once im satisfied with the blockout i will start detailing it
Replies
Anybody knows how why the high res photo function from unreal viewport may not be working? it created empty files
Thanks! any critic you can think of is welcome
@Count Vader
Lets get it started!
This thread might help for some inspiration:
http://www.polycount.com/forum/showthread.php?t=87942
Otherwise yeah looks good, too early on to offer much meaningful critique
Im following the concept pretty closelly but giving it my own twist in some places.
I have come to the part where i must make the door model, i have been thinking in changing the door and instead of making it like in the concept id like to make it like this, changing a bit some colours :
ID like to know what you guys think about that
think of it as building a structure based on an architect's plans, unless you're also an architect you probably wouldn't wanna switch out/change around the original plans.
that being said im not a concept artist myself, so if you really think it'll work go for it, you can always change it up later provided you give the door its own texture sheet.
Heres a closeup:
I am still not sure if the wall where the door goes into looks good that way, i used for reference the black panels underneath the white panels on the sides
edit: just ensure that the angle of the door's outer curve matches the angle of the curve of supports, otherwise it will not really work visually
I was just playing around with that and i figures its actually a very good idea, i even think that is what its actually happening in the concept as well. Thanks for the advice!
Edit: seeing the concept i think the door has another angle compared to the support
I mean again do whatever you feel works, theres no real "right" way, but also by letting the supports perfectly fill the space around the door, you'd be creating less work for yourself since then you won't have to worry about filling up the extra wall space around the door as it will be fully occluded by the supports.
Thanks for the tips once again vader!
I will start low polying and hopefully tomorrow start with the textures (my weakest part)
You can bake an ambient oclussion and plug it in the ambient oclussion in the material, its not used for the diffuse
The other half the point is too not worry about stuff like that and so be able to work faster, no worries about baking when you've got excellent high res SSAO on your side.
But that's just my two cents.
Also to reiterate what Maxivz said, you want to plug the baked AO maps into the AO slot on the shader, not multiply them on the diffuse via Photoshop or the shader itself.
The scene's progress looks great, keep up the good work. I can't wait to see more.
I'll have to play around with that
but Legend286 was saying the AO in UE4 uses the normal map data? (and I know marmoset does this too) I'm confused now..
Pretty sure it does, though I haven't looked at that bit of code. On the high end it should also default to the buzzword worthy "HDAO" which is just SSAO but can grab more samples faster, and since UE4 will default to a lot more samples it will be higher res and more detailed than what you're used to with last gen SSAO.
Like I said, there isn't a real necessity too baking AO anymore.
However...still bake an AO...put it into the slot in the shader and what happens is tha the AO texture only gets applied where indirect lighting is happening and gets masked off in direct lighting, which is a pretty nice effect
I will be progressing slow trough this one cause my pc is stuggling a lot to work with unreal 4 and even 4k textures in photoshop, time to upgrade this uh
Or try to find something with post processing sharpness filter, I remeber in UDK was something like that.