Home 3D Art Showcase & Critiques

Fort Gate [UE4]

polycounter lvl 4
Offline / Send Message
Xsim1 polycounter lvl 4
image_1381771877.jpg

Hello everyone,

This is a project I'm working on to improve my portfolio. I named it Fort Gate, it's based on a concept from Artyom Vlaskin. I plan on doing this a small environment in Unreal Engine 4.

I want to make it as modular as possible. I did a small paint-over of how I think I should divide the assets to ease my workflow. Let me know what you think and tell me if you have some advices or critics.

33az0d4.jpg

Right now I did a semi-detailed blockout just to try to get a feeling of all the proportions and of the composition. I think this is pretty good for now, but let me know if you think I should change something. I will soon import this in Unreal to create a quick scene and maybe play with some lighting to get a better feeling of the environment. Here are some WIP screenshots :

2582rdk.jpg
pyd83.jpg
2rzuwxu.jpg
2ic9zqx.jpg

Next I will start working on more detailed low polys and proceed to unwrap and sculpt the high polys.

Thanks for reading/watching and don't hesitate to leave comments.

Replies

  • Doxturtle
    Offline / Send Message
    Doxturtle polycounter lvl 8
    The work looks very good, there are some small parts that look different.

    The beams under the roof should curve outwards more I think. Also the beams that run along the arch of the door way should be lined up so that they are inside of the wood trim, at least that is how I see it.

    How do you get such nice shadows in realistic mode? My shadows leave large patches of pure darkness and the shading isn't right.
  • felipealves
    Offline / Send Message
    felipealves polycounter lvl 11
    It seems promising! Would be awesome if you make it hand painted after finish your highpoly (:
  • Xsim1
    Offline / Send Message
    Xsim1 polycounter lvl 4
    Doxturtle wrote: »
    The work looks very good, there are some small parts that look different.

    The beams under the roof should curve outwards more I think. Also the beams that run along the arch of the door way should be lined up so that they are inside of the wood trim, at least that is how I see it.

    How do you get such nice shadows in realistic mode? My shadows leave large patches of pure darkness and the shading isn't right.

    Thanks for the feedback. I will take a look at what you mentionned.

    As for the lighting, it's a simple Skylight with the Render Setting, Default Scanline Renderer, Advanced Lighting in Light Tracer.


    It seems promising! Would be awesome if you make it hand painted after finish your highpoly (:

    Thanks Felipealves. It would probably look good, yes, but I'm not a hand painter, sorry haha. I will go for a stylised modelling, but realistic textures.
  • pixelpatron
    Offline / Send Message
    pixelpatron polycounter
    This has a good start, don't mess it up. :poly124:
Sign In or Register to comment.