So I've been working for a long time on a specific dodge viper project and I would like to render an animation but I am limited to 2 powerful computers and being a RenderMan user I've come to the conclusion that relying on CPU rendering engine will slow me down. As an independent, learner It is also very hard to get a GPU render engine working on 'Maya 2016 extension 2 for free.' With all this in mind, I decided to move to UE4. I've already seen a couple of companies move to UE4 such as 'The Mill' or 'Rotor Studios' and I have a couple of friends to help direct me in UE4.
Here is a small vlog post about it.
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Grey = 10cm
White = 1M
I think most of the exterior pieces are done It's just the interior now.
I recently modelled 5 assets to add to my scene. Personally, I don't want to use subdivision for this project. I Just think it would add an unnecessary amount of polygons to the scene so to soften some edges and corners I just relied on beveling and toying with the normals.
I know I need to break up the concrete barricade a bit more. I'll probably do some simple trick using zbrush.
I even had the audacity to bake light on the car. lol!
To solve this issue I told UE not to import the textures and so far It looks like its working fine but thats only for some of the exterior pieces. I'll see how the rest goes later.
I noticed there is antialiasing on the specular highlights and I think it's actually because of my normals. I will see with further testing.
Also the glass I personally find funny. I'm still trying to figure out how to get reflections on the glass. If anyone has some documentation or tutorial on the glass I'd be more than grateful.