Hello,
This is my first environment implemented into the Unreal Engine. It is based it off a photo a friend of mine took in Prague. So far I have modeled all the low poly assets in Maya and created diffuse texture sheets for each building. Only what is seen from the camera angle has been modeled.
Things to do:
-High poly geometry pass on the building in the foreground
-Specular and normal maps
-Textures for the street and sidewalk
-Improve lighting and shadows
Comments are most appreciated. Some areas of knowledge I am looking to improve with this project are a proper workflow from low poly to zbrush and improved texturing techniques (specifically proper utilization of spec maps). I am experiencing issues with maintaining hardsurface form when I subdivide in zbrush. Also I am new to normal map creation and will be working to gain a better handle on them.
Replies
The scale seems a bit off on some things, The building on the right hand side has a slight curve in it which doesn't seem to be in your model, guess all those things will be taken care of later!
Keep those updates coming!
SouthpawSid, the screen shot is in game. The lighting is baked however none of my objects are set up to receive or cast shadows I think. I'm still very new to UE.
TheBat, yeah I noticed late into modeling that building on the right that it had a slight curve to it haha. I'm not sure if I will go back and adjust that, we'll see.
tyl3r, I agree. The current geometry for the sidewalk is a placeholder until I can get something better in. Thanks for the tip.
Keep on at it!
Next step: Begin creating materials for all the buildings with proper specular settings. Also, create sidewalk geometry.
My workflow so far:
-Create poly mesh in Maya designing around the results of the smooth proxy preview adding edgeloops and beveling when needed to maintain a hard edge.
-Converting smooth proxy into geomety, import into Zbrush and sculpt (test concrete detail for now)
-Use decimation master on Zbrush tool, export obj, import into Maya.
-Delete extra edge loops from original low poly mesh. Unwrap UVs.
-Bake normal map using Maya's transfer maps.