Long-time lurker and a collegue new to polycount jumping in the fray. We're thinking something Fallout-esq. Ours is the throne room of a wasteland warlord. He rules from his atomic throne deep within a ruined nuclear missile silo. The throne itself is an imposing Terry Gilliam construct, crafted together with scavenged ICBM and command center components.
I'll be doing the concept pieces, modelling and texturing. pwTA will be working on materials and lighting. We're both fairly new to UE4, so it will be a good learning experience for us.
Some refs...
and some initial roughs of the space...
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Look forward to seeing this progress!
Looking good
Warhead prop that the throne is rigged up to...
Here's another heightmap/vert color material I tossed together to create the salvaged metal panels that a number of things in the scene will be built with (throne dais, improvised walkways, additional clutter, etc). The bubbly metal along with a little UV stretching works as edges cut via blow torch and can also be used to incorporate bits of blistery/slaggy breakup in the interior of the panels.
Still I had a lot of fun throwing this together. I love post-apocalytic environments and creating something like this has been on my to do list for a while. I've built plenty of environments in this genre during my time on the Command and Conquer team in the Tiberium universe, but those were always RTS levels and never up-close and personal. I learned quite a bit tackling a higher fidelity background and by watching other teams' progress on their environments. There's lots of talent here and I've been humbled.
There were certainly some things that didn't go so well. Compiling all the chair, various control consoles, monitors and wires onto two 4K sheets was such a pain. If I were to do it all over again, I'd just make one sheet for each major component. The end result would have been ~12 sheets, probably 1Kx1K or 2Kx1K apiece. Working on the 4K images dogged all my programs and I was kidding myself believing I was doing some sort of grand performance optimization. The compiled texture also drove me to keep the whole throne area largely one mesh, also a problem when it came to lightmapping.
The environment was overscoped for what amounted to a mostly individual challenge. This led to lots of rushed assets. Messy bakes and unfinished textures and materials are to be found throughout the environment. For many objects I didn't even do a high-low bake and just nDo'ed some details on the low mesh, making for assets that don't hold up well upon close inspection.