All feedback is always welcome and may or may not be used depending on the state of the work
I probably should've started this sooner, but I apparently first needed a huge confidence boost that I got with my latest work, which will be my first posts.
Have some screenshots first... Will add models wireframes and textures asap.
Replies
UDK Wireview
walls
floor
props and props
the walls and pillars 1024 texture
Floor Texture
Bridge texture
Door Texture
Water Drains
Seam Reducers of the floor
Sewer Pipes
All woodplanks
Torch and mount texture
All loose Stones
Mushrooms
Smaller Drains on the floor as a seam reducer
Barrels!
random sewer monster
Dirt bellow the water
Water texture
I intend to split this up into a high poly and low poly model. This is a base I consider easy to reiterate into both.
Figured out allot about grid based work and how to fix errors when you find them in unreal. Still want to fiddle with the texture and shader to improve the look beyond flat colours as it is now
And a character sculpt having loads of problems shaping hands. This is maybe the second time I've tried a full character and the first on such a high level of detail as ZBrush allows within the model. I hope I can find the patience and endurance to fix everything to an acceptable level.
The changes in this environment were mostly gameplay (added jump pads and connected two rooms vertically) and lighting related (increased the intensity of coloured lights darkened the hallways). Biggest visual addition is some decals on the walls, pillars and doors.
Cartoony styled assigment, looks like it turned out well
Just wondering if you had to use the lightcones, cause I've seen it done by a lot of student If you would like to fake lighting for a STATIC scene, I would advice to make a scene, light it in max and then render out some lightmaps, and then just add them to your texture in PSD.
Portfolio :
http://develterematthias.wordpress.com/
Artstation :
http://www.artstation.com/artist/DevMatt
Contact:
DeveltereMatthias@gmail.com
Oh yes I'm doing some silly DAE assignments. I'm not sure though if lightmaps are going to help fake godray like things which was mostly the goal of the cones here. But otherwise I can see the merit of making a light bake in max to help texture work.
I'm working atm with fully rgb only maps to generate all materials
Some high poly to low poly fiddling. There's some shape issues and seam issues I hope to improve on in the future. Fully sculpted in Zbrush out of a sphere (might be part of the reason why it's kindof iffy in general shape imo) re-topologized in max... also need more practice on that.
The vines (or what it's at least going to be intended as) are fully scripted in UE4 to work as splinemeshes slowly 'growing' with leaves popping up and growing on top of them like particles. An actual particle solution didn't work since I want them to be permanent AND 'grow'/scale over time but killing the lifetime node on a particle kills anything 'over time'. At least as far as I know. The alternative isn't the worst plan ever.
This pile of sculpted blocks is intended as a presentation pedestal (if I can ever use it as such... That's questionable) I'm making for school. The materials are supposted to be done with PBR in UE4 i.e. colour , roughness, metalness, normal and optional Ambient occlusion. This will also make me expand on the material balls from before (and I really need to fiddle with that scenes lighting and have my laptop dusted on the inside)
AAAANNND because I liked my probe so much it's getting a drone friend! For my portfolio partially
Speaking of portfolio... I'm around 80% done with it. So clicky? http://joykadr.wordpress.com/
This second one is still mostly in max but'll move to unreal as well
going through a though as nails sculpt for me... Learning a ton of things on the way
Everything got textured to a degree I'm probably going to do a completely new scene to go through the entire process again and hopefully make better textures.
the vines in this scene are made with a script using the spline mesh utilities in UE4
I showcase the vine scripts quickly in this video
[vv]117489361[/vv]
On another note I've also made a mass exporter script which is free to download here: https://www.dropbox.com/s/zf8k6o11s7ym6t0/MassExporter.rar?dl=0
A quick example video of some of the script's functionality
[vv]117480050[/vv]
Anyho here are my drone, probe, and scv... in very low poly pixel textured glory
they all have sketchfab pages to match
SCV
Drone
Probe
I'm aware of some normal issues due to too elongated triangles and will keep that in mind with future retops even if I want to be highly efficient.