About a week back, I picked up where I left this project. Pretty much done with modelling, sculpting in the details next. And preparing for texturing. Made some conscious changes from the concept.
Baked the normals and AO today in production quality, the AO took longer then expected due to some artifacts. Some final prep remaining before I start coloring. May do a initial UE5 test tomorrow.
Cleaned up the file, prep work done. Ready to start painting in Substance. This is my first time painting in Substance (I usually do it in Blender itself or Photoshop/Krita). Some very flat colors :D
Hmm, when I imported it into UE5, the scale of the gate appears a bit too big compared to the default mannequin. So reduced the scale of the gate to about .85 of the imported size. Does this scale look alright to anyone willing to give feedback?
It depends on what you decide your scale to be. Martin mentioned inspiration from Heroes of the Storm on his post, so that's where I would look for any kind of scaling guide. Look at the relative scale of walls and gates, and the minions and player characters and that should give you some insight. So based on that, and having played a bit of HoTS myself, I'd say the scale in that pic is a bit large compared to the mannequin (if thats the size of a hero character, for example).
But, if we ignore HoTS altogether, I think that scale could work just fine.
Other than that, good job so far! Looks to be coming along nicely.
I got a bit sidetracked with another project which is nearly complete as well, got some time last night to work on this further and added the hovering animation in UE5 to the props, here is how it looks now:
Just rendered out my pre-final video, without audio and slapped over UI interaction (for fun). I'm surprised that UE4/5 sequencer doesn't have a way (at least that I know of) to record your gameplay with UI interaction in realtime. Else I would have been able to show the actual UI system that I made in blueprints. Now I will just have to fake it.
Replies
About a week back, I picked up where I left this project. Pretty much done with modelling, sculpting in the details next. And preparing for texturing. Made some conscious changes from the concept.
Ooh this looks super fun! Excited to see your future progress on this!
Thank you :)
Update: Nearly done with sculpting in the details, some small adjustments are left before this is ready for painting
Baked the normals and AO today in production quality, the AO took longer then expected due to some artifacts. Some final prep remaining before I start coloring. May do a initial UE5 test tomorrow.
Cleaned up the file, prep work done. Ready to start painting in Substance. This is my first time painting in Substance (I usually do it in Blender itself or Photoshop/Krita). Some very flat colors :D
Hmm, when I imported it into UE5, the scale of the gate appears a bit too big compared to the default mannequin. So reduced the scale of the gate to about .85 of the imported size. Does this scale look alright to anyone willing to give feedback?
It depends on what you decide your scale to be. Martin mentioned inspiration from Heroes of the Storm on his post, so that's where I would look for any kind of scaling guide. Look at the relative scale of walls and gates, and the minions and player characters and that should give you some insight. So based on that, and having played a bit of HoTS myself, I'd say the scale in that pic is a bit large compared to the mannequin (if thats the size of a hero character, for example).
But, if we ignore HoTS altogether, I think that scale could work just fine.
Other than that, good job so far! Looks to be coming along nicely.
I got a bit sidetracked with another project which is nearly complete as well, got some time last night to work on this further and added the hovering animation in UE5 to the props, here is how it looks now:
https://cdn-animation.artstation.com/p/video_sources/000/688/979/wip-tda.mp4
Playing around with the door opening animation as well:
https://cdn.discordapp.com/attachments/335492467145310208/950221267196317768/Door_Animation.mp4
Next step is adding some dust maybe and a dissolving/disappearing effect on that center-piece that goes down
Done with painting, now all that left is final presentation with a short animated/cinematic scene in UE5.
Just rendered out my pre-final video, without audio and slapped over UI interaction (for fun). I'm surprised that UE4/5 sequencer doesn't have a way (at least that I know of) to record your gameplay with UI interaction in realtime. Else I would have been able to show the actual UI system that I made in blueprints. Now I will just have to fake it.
Youtube Video:
I could do a few more things, but I decided to call it finished today. Here is the final piece (see the video with audio turned on):
https://www.artstation.com/artwork/8wzYo6