Hi everyone! Here's a project I worked on for my portfolio. It's the first project I've done with real-time graphics in mind so I'm not very sure what kind of approach I should have taken and I would really appreciate any tips and critique! The ship was modeled in Blender and rendered in Unreal Engine 4.
Textures for the ship are from Ambientcg, Polyhaven and textures.com. Textures and meshes for the scene: UE marketplace, Quixel Megascans, Ambientcg. For lighting I used lighting presets from Polygon Academy with minor modifications.
Ship trig count: 459k
What do you guys think about this model from a game art perspective? Does it have too many trigs or it's ok for such large objects? To save some texture space, I created one trim texture that covered the whole ship, except for windows and sails that were left as separate textures. So overall, the model has 3 textures. For the dark version of the ship I used a different metal texture and changed the color of planks to black in GIMP as well as added some grime to the rope.
I'd really like to hear any ideas and feedback you may have! Also how do you think it's better to import such big object, as a single object or in multiple parts?
Thank you for taking your time!