Hi guys,
I have started an environment to improve myself in texturing and lighting in ue4. If I am okay enough with the quality I hope it will become a portfolio piece.
I started with a reference and I gathered some documentations. I wanted to work with modular assets but it wasn't the main goal of the project.
Here is the first ref img1 (from this one, I selected all the object I found okay for the project). I don't know who painted this awsome concept art. Very sorry. I searched on the internet, but the info remain not reliable.
![Image: http://payload89.cargocollective.com/1/8/257069/4090699/rabbid_busters_inside4_905.jpg](http://payload89.cargocollective.com/1/8/257069/4090699/rabbid_busters_inside4_905.jpg)
img2
![Image: https://i.imgur.com/G7cu8jD.jpg](https://i.imgur.com/G7cu8jD.jpg)
Then i selected what i thought it was the main asset to build the big part of the building.
![Image: https://i.imgur.com/9UwR2tc.jpg](https://i.imgur.com/9UwR2tc.jpg)
So I am curently at the higpoly modeling stage. Here are screenshots. Here i decided to not followed the artistic style of the ref. As I said earlier, i would like to learn more about texturing and lighting. I would like to work with substance designer and painter so I think I will go to a semi relastic/realistic texturing. Oh, the references are here to guide me throrgough the modelisation. It is not very important for me to be 100% accurate with the references.
![Image: https://i.imgur.com/OEwy6q2.jpg](https://i.imgur.com/OEwy6q2.jpg)
![Image: https://i.imgur.com/KOHusD0.jpg](https://i.imgur.com/KOHusD0.jpg)
![Image: https://i.imgur.com/rExzpeW.jpg](https://i.imgur.com/rExzpeW.jpg)
![Image: https://i.imgur.com/mB8IWJf.jpg](https://i.imgur.com/mB8IWJf.jpg)
![Image: https://i.imgur.com/wjfr13H.jpg](https://i.imgur.com/wjfr13H.jpg)
![Image: https://i.imgur.com/8ZMNIND.jpg](https://i.imgur.com/8ZMNIND.jpg)
If you have advices, tips, critics or suggestions, please go ahead
![:) :)](https://polycount.com/plugins/emojiextender/emoji/twitter/smile.png)
I
like learning new things. (and sorry for my bad english, if you don't
understand or if I am rude, I can re-write my message).
What would you do with those highpoly. Add details and scratches with substance designer or go to sculpt some things. Is it important even if my main goal is texturing and lighting?
How would you do the low poly? Cleaning high geometry or retopology? (I just loop edge with a subsdivision surface/turbosmooth).
Thank you all
![:) :)](https://polycount.com/plugins/emojiextender/emoji/twitter/smile.png)
Good night
Replies
I didn't know very well when to sculpt or not. Props are a good idea to beggin with, let's do this !
Thank you for your tips Marco.
But I am wondering one thing. How to include his tips to substance painter workflow? Is it possible to blend the two normals (smoothed lowpoly vs hardedge lowpoly)?
For know, I only get an error in my baking (normal is not good in the side of low poly see example below). I don't understand, so i will try to use a normal brush with my new trim baked.
Here is the update of the wall asset baked.
https://www.youtube.com/watch?v=USGFRzQWxdI