Hi all, this is a project I created for my university work. I attempted to create a mech without using sculpted detail instead of applying most of the detail from hight information, this was to test if it was an appropriate approach to creating such a large task.
If possible for my course please provide feedback!
The scene was created by PurePolygons and was used for displaying the asset.
The tank is based from an E-75 with inspiration for the legs from an artist called "Toumas Korpi"
This project was created in 3DsMax, textured in Substance Painter, rendered within UE4, ToolBag, and 3DsMax.
Looks dope! Was the high poly created using sub-D? Would be nice to see what that topology looked like. Also wondering if your UV's were mirrored, since this is such a large object.
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