Hi everyone!
I recently started a project to help me practice my Substance Painter to UE4 workflow. It's an Ultramarine Venerable Dreadnought from the Warhammer 40k universe. I'd just like to share my progress and see if anyone has any feedback for me at this stage.
Here's my High Poly:
The Low Poly:
Here's my current progress with the baking and texturing too:
Here's the texture so far:
Still early days with this so any feedback or critique is welcome!
Thanks!
Replies
Needs edge highlights and more discoloration
I've started looking at more discoloration and edge highlights. Need to break up the discoloration more and paint some more masks. I'm very aware that a lot of assets done in Substance tend to all have the same tiling masks and textures, so I'm trying to use my own generators where I can.
I've also stuck my low poly with normals onto Sketchfab. It's my first time using it to present a project, so I wanted to include it.
model
Textures are still a WIP, but I like having stuff in-engine while I develop them so I can check them in realtime.
Not sure if I like the left gold panel, so any ideas or feedback would be very helpful to help me improve this!
Bonus render in UE4
There's a lot of mechanical details you've left out, decreasing the believability of the model.
A big one that stands out to me is the left arm. How do those fingers bend? Issues like this are sustemic across the model.
Here's an example of an appropriately detailed dreadnought.
I've remade the power fist arm and I'm going to model some more accessories such as logos and greebles to add to the finished model!
Once again, this detailing issue is systemic across the model, not just hand. Assault cannon also looks too simple as well; could benefit from more detailing.
Here's the current UE4 presentation, any pointers/changes on this I can make would be great!
Look up 3 point lighting. The gist is that you'll want a few different lights around the model, illuminating what you need to see as well as adding a small highlight to the edge. Remember that contrast between light and shadow is what will make a model 'pop' or not. Look at this dude: https://www.artstation.com/artwork/kyNlx for example, there are some very nice shaded and lit areas that really give the image more depth.
You could also play around with adding a dash of colour into the lights, that can often spice things up very nicely. If this dreadnought is mid-battle, then you could use flames / explosions / plasma bolts as light sources too.
Lighting's definitely not one of my strong points so I've had another go. I've also added a slight red/orange tint to the key light, and a blue tint to the fill light for some extra contrast. Hopefully this is a step in the right direction!
Really digging the idea of some particles such as plasma and flames so that's something I'll definitely look at!
Any critique or pointers on my lighting would be great! Thanks
Bonus renders