Hello guys, as all modellers, I am always looking to improve myslef in art. Curently I have decided to do a model of castle. As complex as building is, I tried to break it down into separate pieces. But parts are too unique, I couldn't break them into modular pieces. I am about halfway trough the modelling process and now I am looking for critics, advices, and support on things that I modelled so far.
I am including a 3Ds max scene, ver. 2021. There are many parts, I plan to do some cleanup once I break them apart. Afterwards I want to bring them into UE4. Long way to go yet.
If you have about 10 minutes, please have a look at the scene and let me know what you think. Any help is appriciated.
Link:
https://mega.nz/file/Zbx0DIgJ#9RYnD51NiT6b72oQperzBE-8059VfLyLP2IHj9djSlA
Replies
I am planning to do some textures, using substance designer. Hovewer how do I create bended part like this one ?
1. I was wondering, mybe highpoly would do - but in general, I am not good at highpoly modelling, so I would rather avoid that if there are other options.
Secondly, its a part of a big wall, therefore I guess using subtance painter or whatever do do those textures manually doesnt seems very efficient.
Can this be achieved purely by substance designer, or painter ? And if not, whtat should be the best way to do this texture.
The cylinderical parts of the castle could be slit up like 1/8 1/4 1/16 etc. You can make a curved wall with a window hole and one without it. The pivot of the piece would be at the center of the original cylinder. So you can duplicate it around.
I believe this is actually a pretty good exercise in modularity and tiling materials, so I would say keep trying, I'm pretty sure that the rest of the reference can be done in a neat reusable way. Usually there will be some exceptions, but those are usually props or an architectural piece, that, lets say, only appears once in your scene.
Keep in mind that even in pre rendered stills or videos, this approach is still valuable. You can save a bunch of modeling time.
Last but not least, we've seen countless examples of combinations of modular/ modeled environments with mostly tiling textures in games. So if they can do it, and they clearly can, it must be possible.
It is not efficient in any sense to retexture or remodel the same sort of wall or corner or whatever, so the better you can apply these tricks, the better it is.
I quite happy with my first ever mat in substance designer.
I quess I got quite close to whats on the image above. Just a question, when I imported it into UE4, I had no options for tiling. I had like 80 rows of brick on small object. How can I edit it in substande designer so I can also change tiling in ue4.
Ad2, are colliders still a thing ? I mean, UE4 can generate them based on existing geometry, which is a bit of overkill. I am not planning to make a game of this, more like a walktrough maybe.
http://www.thiagoklafke.com/modularenvironments.html
I begun with base textures, but I've stumbled across this. The hole in wall serves for the window. When I placed window in it, after building lights, these strange shadows appeared. Any clue what might cause it ? Also, I dont get any lighting errors.
http://wiki.polycount.com/wiki/Modular_environments
http://wiki.polycount.com/wiki/OrbCrasher
The bricks looks kinda odd. Not to mention the connecting part. Its just maybe me, but when I tried to do the arch in subbstance painter to do the seams manually, exported resolution even at 4k, was a bit blurry. Therefore I decided to go with concrete from substannce designer.
Overally, there are some priceless moments, but there is also this feeling that this thing is not the same anymore as original, which was my intent at the beginning. I finally managed not to get blurry SP textures. I ve also stumbled on few materials that I am unable to recreate in sd, so I just had to find replacement for them. This is pretty much what it looks like so far.