Hey Polycounters! Got a new project I'm working on, an old west style environment. This project is for a class and is meant to be built in modular pieces and reusable tiling textures and trim sheets. I'll be working in 3DS Max and UE4. To start off here is some of the work I've done so far for the class so you can familiarize yourself with my work...
So here is my little style sheet for this new project. I've only got 3 1/2 weeks left to work on this but I think it should end up pretty well.
and some WIPs (totally forgot that UE4 isn't spaced out in the default Max units anymore so I gotta make some changes to my meshes to make it snap to the grid)
Looking forward to seeing this progress,subbed.
You can change the grid settings to how they were in previous versions.
Edit > Editor Preferences, then look in Level Editor > Viewports. Under the Grid Snapping option, you will see a check box to Use Power of Two Snap Size
Just notice that in the wild west, everything is dusty. Your house textures look too colorful and the normal mapping especially on the floor looks wrong. Way too bumpy.
Good start!
For old wild west I think everything is too saturated. Everything then was dusty.
The normal map on your wood floor is WAY to much. It looks like you took a photo and just converted it to a normal with the settings way to high. Because you see so much of the edges of the floors, maybe having geo for each plank then you will have some real nice break up of silhouette.
You should try and add more variation in the buildings. It looks like the silhouette and layout of 1 building is being used 3 times? I realize the textures are a little different on each, but personally that still isn't enough variation.
Also, try and get the overall blockout finished before starting on the textures. That way it forces you to actually focus more on the composition, silhouette, and (if it's a playable level) the pacing of the scene.
It looks like an interesting project and a good start! Keep it up!
Thanks for all of the feedback peeps! I plan on dusting up the final models with some decals. I also desaturated the colors inside Unreal and fixed some normal map issues. Haven't started adding geo to the models but that should come soon.
So I actually did decide to take my scene back into UDK. I'm a lot faster and more familiar with it than UE4 and didn't want to waste time figuring out a new program when I can make it look pretty cool in something a little older.
Anyways, here's some progress shots from inside UDK. I'm still working on making window and door materials so I can make windows and doors (obviously). I'm also gonna be making a few wooden sidewalk/flooring pieces to thrown underneath and around the buildings. I plan on getting the standard crates and barrels into the scene along with old streetlights and flags/banners and maybe some telegraph poles with hanging wires.I also plan to spruce up the buildings with signage and decals to make it look more realistic. There will also be more variations of materials.
The screengrabs from 3DS Max are the pieces I'm currently using and the last shot is some WIP variants of what I want to add to the scene.
So I started putting in some terrain textures. I also added some signs to a couple buildings, they still need to be textured but they're in the engine. I also added some dirt and mud to the walkways and made a couple extra props. Still got some work to do this week.
Ok Polycounters, I need some help deciding which shot I should take my final renders from. Below are some examples which I've thought about. I have until this Saturday to work on this then I turn it in. Throughout the week I'll be adding more signage and I'll be working on the terrain texture a bunch.
Hey man, cool looking scene. My only concern is I don't think brick and mortar buildings, and hydro/telephone wires were possible during the Old West' days. Might be something to look into.
Replies
You can change the grid settings to how they were in previous versions.
Edit > Editor Preferences, then look in Level Editor > Viewports. Under the Grid Snapping option, you will see a check box to Use Power of Two Snap Size
For old wild west I think everything is too saturated. Everything then was dusty.
The normal map on your wood floor is WAY to much. It looks like you took a photo and just converted it to a normal with the settings way to high. Because you see so much of the edges of the floors, maybe having geo for each plank then you will have some real nice break up of silhouette.
Also, try and get the overall blockout finished before starting on the textures. That way it forces you to actually focus more on the composition, silhouette, and (if it's a playable level) the pacing of the scene.
It looks like an interesting project and a good start! Keep it up!
So I actually did decide to take my scene back into UDK. I'm a lot faster and more familiar with it than UE4 and didn't want to waste time figuring out a new program when I can make it look pretty cool in something a little older.
Anyways, here's some progress shots from inside UDK. I'm still working on making window and door materials so I can make windows and doors (obviously). I'm also gonna be making a few wooden sidewalk/flooring pieces to thrown underneath and around the buildings. I plan on getting the standard crates and barrels into the scene along with old streetlights and flags/banners and maybe some telegraph poles with hanging wires.I also plan to spruce up the buildings with signage and decals to make it look more realistic. There will also be more variations of materials.
The screengrabs from 3DS Max are the pieces I'm currently using and the last shot is some WIP variants of what I want to add to the scene.
some of the pieces I've been using...
The weeds could use some work; they look pretty flat and with an odd shape.
The street is quite wide for a small western town.
Nice work so far though