Hi everyone!
That's my first post on here.
I've worked on film and TV for a good few years now, but in terms of games I'm a complete beginner. I've seen what can be achieved in realtime and that made me explore the games pipeline.
It's the first time I use Quixel and Unreal Engine as well and I love what results can be achieved in Quixel and how easy. In UE4 I only plugged my textures to a standard material as I do not know to do anything else yet.
Here's is my very first game asset
Please do let me know what do you think!
I am going to produce a little game environment based on this concept I found on DeviantArt from an artist called Samarskiy.
http://samarskiy.deviantart.com/art/Rum-factory-concept-252661044
Will be posting my WIP on here. Any feedback is welcome!
Thanks
Replies
Things I noticed:
Top of the barrel should be welded to the rest of the barrel. If it isn't it may cause flickering issues in certain engines.
Beveling on the ends of the low poly model is not really necessary if you do a high poly bake correctly.
Looks like some smoothing group issues near the bottom, or maybe thats just the max viewport?
UV's that are bent can be manually straightened, it will maximize uv space and will be easier to texture.
Try doing a roughness + metalness map next for the model now where you have a diffuse and normal (the diffuse may need some changes tho like way darker metal aside on the rusty places)
[SKETCHFAB]479d99efca034c42bd66e60545c31a33[/SKETCHFAB]
I've been pretty busy since I did my last post, but managed to make some progress over the weekend and I thought I would share it with you guys
I textured the door and I've got the model of the rum factory pretty much done. I would like to add a few more bits to it such as a gate for the fence and make some environment around the factory.
Any feedback's welcome.
Cheers
https://www.artstation.com/artwork/rum-factory
I'm currently building a little environment around the factory in Unreal 4 and will post the final piece once it's done.
C&C welcome, cheers
I would also try to stagger the roof shingles, and since you have spent so much geometry on them you might as well have them overlap the wooden beams on the end to add to the silhouette.
There's quite a lot of wasted polies as far as I can see too - for game assets you want to avoid that as much as possible so that you squeeze the most you can out of detail limits. For other examples in your scene, the bar that hold the pub sign has a lot of wasted polies on its top side - weld all of those to the base loop; while the edge of the doorframe probably has one chamfering loop too many (usually one chamfered edge will break up a hard edge enough).
Oh and for the chain on the hanging shop sign I'd suggest using 2D planes that you apply transparency PNGs to.
You obviously know what you're doing, it's just a question of learning how to be efficient. Hopefully that isn't too much of a wall of text for you!
Here's a few more images of WIP. I've adjusted some stuff following the feedback I received so far.
Let me know what do you think