I've been working on a small project to get the hang of level design workflow.
I started with quickly blocking the assets in Maya and importing them in UE4 to figure out dimensions and composition. Then, I wrote everything in an excel sheet. I chose a simple bedroom so as not to overwhelm myself. If you have any advice or critique, I would really appreciate it
Blocking
Beginning of the Meshing Pass, I like modelling (and UVs) but textures make me want to procrastinate Also, I changed the size of the room from 3x3 tiles to 3x4.
Chair: I'm not too fond of the Substance Painter Renderer as it is too grainy, but it gives the old/worn-out feel. Baked normals from a high rez as well as added Normals in painter. Might revisit the graininess, but honestly, it looks good in UE4. Subtle details are sometimes lost in the engine.
Modeled two variations of doors, will add stains through decal (once I get to that stage), render in UE4 Texture created in substance designer.
The graph is not too intense, it gives the idea of wood material for the doors and skirting and so on.
Axe in Substance Painter, I might revisit it and bake some details on the handle/blade.
This is the low rez model of the bed, I had fun with this one and might add it to my portfolio once it's done. To do: Finish the high rez, bake and paint a unique texture.
Finished asset, the handles annoyed me a lot..the material was not really sticking, and the AO got lost a bit...Will take what I learned from here and move on to another asset.
The way your textures are placed on the objects feels very tiled, you should try to incorporate the shape and natural wear locations on the object. Like edges are naturally going to be more work than the main flat section and the wear on that would not be so uniform.
Thank you! I'm working on the texture now to remove its repetitiveness in designer, I'm still a bit new to the software. the above and below assets will share similar substances, so I will pay more attention to the edges. I was thinking to use vertex paint for the scratches and wear, I created another texture (if UE4 would stop crashing). I ll have to find a different way, UE4 crashes every time I hit the brush symbol....
I continued with the modular assets, I don't want to post them as they get kinda repetitive. But here's a different kind of asset, textured in Painter. Rather nondescript as I want to use it in a modular fashion as well.
And a quick background asset, pretty simple since it won't be so prominent in the scene and I don't want to waste polys on it
Been taking it a bit easy in the last couple of days, enjoying the summer. I played a bit with the alphas in Painter for this asset. It's an interesting experiment.
Long post ahead I enjoyed working on this personal project. I learned a lot in terms of engine, texture and general project organization. Most importantly, I discovered the countless fields I can (and should) improve in
Took it easy for a few days then went back to another scene , going to work on something smaller scale but more in depth. Tried my hand at zbrush sculpting again, not where I want the detail level to be but I'm not going to beat myself up about it...Baby steps...
A fellow student at school gave me valuable advice for optimization, so I went back and worked on the bench some more The bake looks better now. I cut the tri number by half (from 3180 to 1356), while maintaining the same shape. Woohoo
I worked on a substance designer texture and i'm having weird issues in UE4.
The texture was based on a tutorial on youtube by Ryan Pocock
. I changed the texture to match my scene, and it looks excellent in Designer and Marmoset. But UE4 refuses to import/tile properly.
Replies
And an animation, dunno how to embed youtube videos. mmmm, I will post the embeded the video once I figure it out
https://youtu.be/VtGffmbuyAY
I think I'm almost done with this one , 6000 Tris
I started with quickly blocking the assets in Maya and importing them in UE4 to figure out dimensions and composition. Then, I wrote everything in an excel sheet. I chose a simple bedroom so as not to overwhelm myself. If you have any advice or critique, I would really appreciate it
Blocking
Beginning of the Meshing Pass, I like modelling (and UVs) but textures make me want to procrastinate Also, I changed the size of the room from 3x3 tiles to 3x4.
Chair: I'm not too fond of the Substance Painter Renderer as it is too grainy, but it gives the old/worn-out feel. Baked normals from a high rez as well as added Normals in painter. Might revisit the graininess, but honestly, it looks good in UE4. Subtle details are sometimes lost in the engine.
Modeled two variations of doors, will add stains through decal (once I get to that stage), render in UE4 Texture created in substance designer.
The graph is not too intense, it gives the idea of wood material for the doors and skirting and so on.
Axe in Substance Painter, I might revisit it and bake some details on the handle/blade.
This is the low rez model of the bed, I had fun with this one and might add it to my portfolio once it's done. To do: Finish the high rez, bake and paint a unique texture.
Have to practice texturing
Also, used vertex painting on the ceiling tiles and walls
I would appreciate feedback a lot on how to improve and what to fix. Thanks!
And a quick background asset, pretty simple since it won't be so prominent in the scene and I don't want to waste polys on it
Another not so main one
And some Zbrush Practice
I enjoyed working on this personal project. I learned a lot in terms of engine, texture and general project organization. Most importantly, I discovered the countless fields I can (and should) improve in
In engine shot. I'm also learning foliage
My goal is to work on optimizing topology.
A fellow student at school gave me valuable advice for optimization, so I went back and worked on the bench some more The bake looks better now. I cut the tri number by half (from 3180 to 1356), while maintaining the same shape. Woohoo
ps: I started playing uncharted 4
In engine. I have a scene blocked out but it constantly changes based on the textures and the assets.
The texture was based on a tutorial on youtube by Ryan Pocock . I changed the texture to match my scene, and it looks excellent in Designer and Marmoset. But UE4 refuses to import/tile properly.