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Random speed modeling enviroment.

RasmusBagner
polycounter lvl 6
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RasmusBagner polycounter lvl 6
Speed enviroment that i have been working on in my spare time. The modeling part is almost done, not really sure if i want to put it in UE4 or just render in modo. Any critique is welcome.
1.jpg
2.jpg

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  • RasmusBagner
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    RasmusBagner polycounter lvl 6
    I decided to import it to UE4, but i have a pretty big problem. I have mirrored the uvs and i am now getting pretty agressive shading errors, i have looked for an answer but cant seem to get any of them too work.
    HighresScreenshot00000.png
    HighresScreenshot00001.png
  • Joltya
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    Joltya polycounter lvl 10
    Looks cool so far.

    I don't know how to fix your shading error, but you have a lot of noise in both renders that are really distracting.
  • RasmusBagner
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    RasmusBagner polycounter lvl 6
    Thanks alot!
    Yeah the first two renders where just a quick very late renders. gonna do some better renders in modo.
  • marcobar
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    marcobar polycounter lvl 4
    I was working on a UE4 scene recently, and had similar issues when I went to mirror some UVs. Did you bake these models down from high-polys with tangent space normal maps? If so, the normal map is baking directional shading into the surfaces, which means you won't be able to mirror them without having a seam.

    I ended up removing the baked normals from the parts where I symmetry'd the mesh, and adding a few extra edge loops to soften up the edges instead. From what I can see in the images, your normal map isn't doing anything more than that right now on those beams. I've seen quite a few artists doing this in UE4 (have a look at Alien: Isolation art dumps, and that really cool retro bunker scene) because the engine can handle higher poly counts for static meshes now, and by using edges instead of normal maps to soften edges, you can easily re-use textures where you couldn't before.

    Finally, if that doesn't appeal to you, I did have some success getting rid of those seams by letting UE4 calculate the normals when importing the static mesh instead of exporting them with the mesh. It smoothed out the transition between some of my mirrored UV's, but it has the potential to cause other smoothing issues, so it's not exactly ideal.

    Hope this helps!

    EDIT: Here's an image from Alien: Isolation to show what I'm taking about. Note the added edge loops on panel edges ricardo-chamizo-panel-entertainment-combined1.jpg
  • RasmusBagner
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    RasmusBagner polycounter lvl 6
    Thanks alot for the awesome answer.
    I am pretty sure that i have baked with tangent space.
    I am using the normal map to bake down rounded edge, there are some other details but the light is very strong in the scene.
    I will definitely add some more edge loops here and there, and again thanks alot for the answer very helpfull!
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