Hi
Based on the suggestions of some of the people here I am going to create something from a reference image and post all the work here.
So here is the concept piece, all credit for the concept goes to
Tyler Bradley who I have obtanined permission from to use his concept.
And here are the first WIP screenshots:
Trying to get the scale and camera setup right.
Will have some more uploaded later today.
Thanks
Dan
Replies
I need to add some more detail to the support beams and then I'll start on the walls.
These are the high polys, rendered in 3DS Max
Id also use smoother edges on the high poly as they translate way better into the normal maps
Keep it up
Cheers and Goodluck
@maxivz, Yeah I was thinking the same thing when I was looking at it after, it's a easy fix so I'll sort that out, thanks for the tip about smoother edges on the high poly I'll look into that.
@nastobi123, I'll be fixing the columns today, I'll take another look at the metal grates, as looking at it again mine are a bit smaller.
@CandyStripes05, Thanks I'll try not to disappoint.
Will have more progress shots at the end of the day.
Thanks
Dan
I know these images don't quite fit the border, that is because the PSD file is setup for renders from UE4 which I do a higher res than I do in Max, I need to fix this as well.
Currently working on the corner wall, which is proving to be a pain. I hope to get modelling finished today so I can spend the weekend on textures and in engine stuff but I'll see.
I'll have better renders once I get all this in engine (camera is setup right in Unreal).
All modelling is done and I'm working on textures.
In UE4 with normals applied and flat gray diffuse
Floor textures applied
Still to do:
Rest of diffuse textures
Spec/Roughness/Metallic maps
Finalize shaders in unreal
Finalize lighting in Unreal
Post Process pass
Final renders
Here is the scene textured
Still to do:
Clean up a few areas of the texture
Spec/Roughness/Metallic maps
Finalize shaders in unreal
Finalize lighting in Unreal
Post Process pass
Final renders
I added the Spec/Roughness/Metallic maps, still need to tweak them a bit.
Edit, played with the lighting
Stage 1: Models with Normal map.
Stage 2: Diffuse with Normal map.
Stage 3: Shaders with Final Lighting and post process.
@nastobi123: by atlas, do you mean the texture sheet? if so it's 2048*2048, and tbh I could reduce that, also there is some wasted space on the sheets, I am getting better at optimizing my texture sheets.