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UE4 Mission Environment

Hello. New to polycount and wanted to post what I've been working on for a class assignment. Here's what i got started and any feedback would be helpful.Thanks.
[IMG][/img]Mission2.jpg[IMG][/img]Capture1.jpg[IMG][/img]Capture5-1.jpg[IMG][/img]Capture3-1.jpg[IMG][/img]Text2.jpg

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  • DougClayton4231
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    DougClayton4231 polycounter lvl 3
    Welcome to Polycount! I would suggest that you should mainly work on building the key geometry before moving on to texturing. The atlas that you've created has a rather large amount of empty space in the UVs and no padding, so you'll see black seams everywhere once it starts to mip-out.

    I'd suggest going with a number of unique tiling materials, versus attempting to pack it all into one atlas for now.

    Hope that helps :)
  • salcoria
    Thanks Doug, Yeah,I learned that was a better approach halfway thru the process.

    Image heavy but heres an update to my scene.

    Heres every mesh for my scene, all the ones with the hard edges are covered by other meshes so they wont be seen. Im not sure if i need to still take them further? The following notes on the things Im working on, things im trying to fix on. On the meshes with the jacked smoothing groups, I autosmooth mostly everything, then tried assigning indivdual smgroups, reset xforms, made planers to the sides and Im still getting these errors. The textures don't look as bad when applied, but none the less the smoothing groups are jacked up.

    Textures, Materials
    Vertex Paint,
    Populate my scene
    Fix my smoothing groups(Tried but cant figure out why I cant fix em)
    Find My ScreenShot.
    LightSource from ScreenShot,
    Consider different offset color for the building trim
    Change the roofing,
    Postprocessing
    [IMG][/img][IMG][/img]4.jpg7-1.jpg9-1.jpg8-1.jpg3-1.jpg2-1.jpg1-1.jpgCapture1-1.jpgCapture.jpg
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