Hi!
I've started a new piece and it's going to be an environment this time. My goal is to learn more about UE4, so the final would obviously be done in there. My aim for quality is something like
THIS and
THIS, so get your whips out and let me know where I need to push myself.
I'm yet to pick a concept to go after (open to suggestions), so I've just started with the save station. Here's a high poly from marmoset.
Replies
http://www.avpgalaxy.net/2014/10/08/new-alien-isolation-concept-released/
https://www.pinterest.com/pin/392516923750610214/ (looks cool)
Anyway if you're doing a full environment wouldn't you normally start with a blockout as opposed to individual props?
There must be some simple fix that I am not aware of. When I smooth normals on everything i get this nasty artifact on sharp edges. I can get rid of by hardening those edges or adding more loops around it, but both are things I don't want to do, cause hard edges look bad with normal maps applied (right?) and more loops mean more unnecessary polygons.
What am I doing wrong?
I will make a graffiti in the texture of the name of whoever gives me an answer. Thanks!
Hit UNFOLD in the UV texture editor.
Noosence, hard edges on UV seams looks like the way to go. That means though that wherever I have a 90 degree or less angle I would need a UV seam there, no? Otherwise soft normals won't look right and hard ones won't work well with normal maps. I'm yet to play around with this + normal maps to figure it out completely, but I did some digging around and it seems the way to do it.
xChris, unlocking normals fixes a bit of a different issue, I tried before and it didn't help with this one, unfortunately.
Thank you everyone for the help! I'll play around with it and get back soon.
So, some hardening of edges, UV readjustment and I can continue on. I'll have to rebake the maps, because some of the edges are way too sharp in the high poly, but overall the hard edge + UV seam in that place works fine. Thank you again everyone for quickly helping me out.
Here's a screenshot from Substance with quick base colors dropped in. I'll make a nicer preview once I'm further ahead with it and not working into the night. Off to sleep now.
Feedback much appreciated
Here's a little update before I'm gone for a little bit. I'm super busy for a few weeks (making 3D stuff for others). I'll hang around the forum, but it's very likely I won't update this until mid November. Apologies for that.
I'm done with the heavy workload, so I'll be back to working on this!
Here's where it stands.
Slow reply, my bad, but a lot has been going on. I graduated and my graduation film is finally out! I'll leave a link at some appropriate place on the forum, but HERE it is for now.
Appreciate you stopping by!
I would add some AO to the phone cord.
Great work.