Hello Polycounters, I'm currently working on a 3D environment project in my graduate program, and I wanted to share my journey through this project with the Polycount community!
I work a lot with Maya, but I have used very little Zbrush and Unreal. I hope to use this thread as an opportunity to better my skills with Maya, Zbrush, and Unreal.
So here we go.
I fell in love with this concept art done by Matthew Rodgers, and I'm using it as my primary source of reference for this project.
First, I started a break down of the environment. Simple breakdown for right now. It doesn't include all the little details, but it breaks down the main elements used.
And here is my progress in blocking out the shot in Maya. Once I finish the blocking out, I'll throw some low poly structures of the mountains into Zbrush and work on getting some detail in.
If anyone has any feedback on my work and process, please please please feedback away!
Thanks everyone!
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"Yeah and here's an entire high definition completed product"
BARDLER: Yep, I totally see that. I'm thinking of tweaking the low poly model in Maya to hopefully get some of that silhouette back. However, some of those large cracks may need to be cut out in Zbrush. Thanks for the feedback!
Flat Face: I wouldn't call this a "completed product", but yes, you're right, I could have been updating my post more often. Thanks.
JamieRIOT: I have a confession... I tried to hide it instead of fixing it. I learned the hard way, I should have just fixed it. Now that I'm remembering, I don't think I smoothed the UVs after the cylindrical mapping in Maya. So everywhere the faces on the model start to go horizontal, all the UV mapping gets stretched. Now I just need to fix it. Thank you for your feedback.
Seems you need a script which no longer ships with UE4 but they have a link here https://answers.unrealengine.com/questions/59320/static-mesh-morpher.html
But the pathing for that many birds may be difficult to do so if you're just taking still images of your enviro, the animation shouldn't be a big deal. Have them static. But other issues probably a priority to do first, birds would just be the icing on the cake.
1. Make a few unique sculpted rocks.
2. In the editor, rotate, scale, and place them intersecting each other to make it seem like larger rocks.
Here's a video of Ben Burkart doing just that.
[ame]www.youtube.com/watch?v=67NToSkW2vs[/ame]
I personally would take out the birds they're just distracting and really don't add any value to your work.