Hey everyone, this is my first post, so I really appreciate any critiques and/or tips etc.
This is a Level Design Project I am currently working on.
I intend this to be in my portfolio, so I am trying to put as much work as I can, showcasing my skills with the new Unreal Engine.
My inspiration for this piece came from the Assassins Creed series, in particular, Black Flag, as they have many cool islands to explore with different docks that you keep your boat at while you go onto the land.
So my piece is mainly focusing on the docks in the water where there will be cool effects going on around to bring the camera shot together nicely.
Any help, again, is greatly appreciated!
Thanks
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Please let me know what you think and any ideas on what you think would look cool.
Thanks!
After modeling and unwrapping I finally got to finishing the texture on the support beams for my docks/piers.
Heres the what the diffuse looked like, and I am still needing a lot of practice with texturing so I really appreciate any critiques and help in the right direction!
I WANT TO BE AMAZING IN TEXTURING/MATERIALS so please help!
Thanks!
Let me know what you think!
and I am using materials, and not just a single texture
I will be using World Machine, for the first time to pull this off. So we will see how this goes.
There's a lot of really obvious tiling in your wood. You should find additional reference so it isn't so repetitive. You want distinct, unique details but not enough so that it becomes obvious. Also, you could reuse your UV space better and separate these things out into separate texture sheets. For example, you could have a 128x512 tile for your rope, a 1024x1024 for tiling wood, etc. No reason to put them on the same texture sheet.
The rope is apart of the wood pole/support object, in the picture its the cylindrical object. I understand if there multiple seperate objects they usually dont need to be on the same texture map unless space is an issue.
But your definitely right about the tiling thing being very noticeable, you cant see in the picture, but the map also has an alpha stored into the 32 bit tga. file itself, so in UE4 you can use it as a masking effect, the alpha I have stored is a seamless water damaged type texture that I plan to mask in areas across the wood, trying to cover up the Tiled look.
How do you usually tackle an obstacle like this?
Let me know what you guys think of the Rain, thanks!!
I used World Machine to make a terrain similar to what I envisioned. So I have been using the heightmap until I figure out what I am going to do for the final Island piece.
Any suggestions/tips/critiques??
Yeah your totally right Cay, I should be worrying about getting the rest of the objects in scene to complete the picture, before I start texturing everything.
Haha I guess I just try to complete each object with textures quickly, because this is an assignment where we have to focus on materials and presenting the skills weve acquired over the course of the quarter. Finals is on monday and I have a lot to get done.
But instead of focusing on texturing/materials today im going to focus on modeling out the rest on the environment .
Thanks for the advice! I appreciate it
Also messing with different skydomes, and lighting.
Let me know what you guys think? especially on the lighting topic. Id really appreciate your guys imput, thanks!
Domonick