After all the news from GDC, I figured it was time to work on a new scene at home (tech artist by day).
Using purely
Blender / xNormal / dDo / Photoshop CC, and putting it all in UE4.
One thing for sure, can't wait for the Blender improvements in project/cage to come online!.
![:) :)](https://polycount.com/plugins/emojiextender/emoji/twitter/smile.png)
Crits more than welcome.
Will be putting more stuff up soon. Gotta get a decent layout of the area before I continue.
![:) :)](https://polycount.com/plugins/emojiextender/emoji/twitter/smile.png)
No dedicated texturing work done yet, just dDo.
Replies
When it is time to bake normals, I just set UV seams wherever needed. Most of the time the edge split modifier works well, but sometimes I just have to manually split the mesh. It caused one seam around the door, but it is currently not easy to spot.
It's not currently the best workflow, so hopefully the cage support will be integrated soon.
A quick question as I'm not too familiary with UDK, did you blockout your scene with BSP or block it out in maya then import over?
A side note... now that UE4 is out, I'm seeing A LOT more sci-fi scenes than usual, I don't have UE4 currently since I don't have a job right now... but I'm guessing its the way to go when testing what UE4 has to offer?
Can't wait to get UE4. Never had project where I've focus on hard surface before.
makes sense, I guess its everyone going "holy shit this looks shiny, i want to make it!".
Not ragging on that idea by any means. really enjoying what people putting out using UE4.