So I've decided to take the leap and share some stuff I've been working on. I'm relatively new to UE4 and Hihgpoly hard edge stuff in general but figured might as well go big on the first try.
Tools used; Blender/knald/substance painter for mech
Landscape; Megascans,Substance designer, Photoshop,NDO,Unreal
Fauna; Photoshop,Illustrator,NDO
Trees; Speedtree and some photogrammetry bark
The end goal is basically a small patch of land with some broken mechs, set in a classic swedish field around early march (its dull and wet).
The mech is meant to be the focal point but I want to try to make something that in theory should look good in a 360, so the entire scenario should feel finished. Due to my inexperience with ue4 and knowing very little on the development side of it it's not really optimized but more of an exercise in workflow and technique.
I did eff up a bit on the mech since I didnt plan it accordingly and made it pretty huge, I never really made a commitment on how close you would see it so it's stuck in a limbo of "not being detailed enough to be super close" and not streamlined enough to work for a game from a distance.
So there's way to many texture sheets for it, I will be continuing to work on the scene and add smaller hard surface objects, those should/will be better planned not to use such an excessive amount of sheets.
Quick overview of landscape;
https://www.youtube.com/watch?v=hHUDpWr9Yxw&tCurrent state;
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Testing ground materials (trees/no trees are placeholder stuff)
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Overly complex stone/material setup in UE4 to be able to place moss/dirt etc ontop of items.
https://www.youtube.com/watch?v=vqZM0qXWBh8Sketchfab link to mech (2k maps and not 4k)
modelMech HP
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Mech LP/Texture
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Mech Shamefull "LP"
Replies
Really dig the robot thing though. The model suffers from rule of cool when it comes to the details, but it's so "grounded" it kinda works out
Not entirely sure what the rule of cool is ?:D