So been blockout out this scene, based on one of my favorite games, using Unreal 4. Doing a more detailed blockout than I have before, think it might help with lighting and also keeping a consistent look.
The important thing to remember about working in an engine is that you need to try and get assets into the engine as soon as possible. This doesn't mean waiting until the asset is finished. I usually try and do it once I get the basic shapes down. I'll import the asset into the engine and see if my forms/shapes are working…
Cool idea! Maybe rethink your blockout a little though. On ships and spaceships space is at a premium, so there are rarely flat side walls, especially in bigger rooms like this. Right now your blockout looks more like the interior of a pirate themed building than a vessel.
Always wanted to join one of these. I really liked both environment pieces, but I want to create an unreal piece for my portfolio, so the door is perfect for that. Started a simple rough blockout, will start on a more detailed blockout second. Will also comment on pieces as they progress some.
@Poinball Thanks dude :) I will upload the maps for my Container after I eat lol @felipealves Ok Made the changes to the blockout and the height of the starts in the blockout also. @Christian Nordgren Thanks man, I will give it my best :D
Sup. For example i've got wall in blockout stage that 11.312 m width. Should i round up it? Or what? Or just use snap to grid when i make blockout? Or i just need to make simple placeholder modular wall asset? And in general which size to use, or how to choose size of modular pieces?
Really nice stuff man, noticed your main blockout was all high poly looking and had ambient occlusion on it. Is that your normal workflow to blockout everything in high poly and bake it down to low poly and add it in udk with AO to it? If so seems like a good route to follow
That's a cool concept. It's still off a bit I think. In the concept the width of the hallway looks to be a little under 2 door heights, and it's closer to 3 door heights in your blockout. Also the wall in the concept looks like it's about 1.5 door heights tall, and it's a bit more it blockout.
some noob question. isn't it simplier to create blockout for whole scene, then highpoly models for each _unique_ proxy-model in your blockout, bake them and only then build whole scene from lowpoly geometry? right now it looks kinda like a waste of system resources. :poly122:
Hey guys im i am pretty new to environment art, Just looking for crittuies as i progress through this environment. Just started the blockout based of this concept by Tyler Bradley Heres my first blockout in Unreal Shadows look weird but i am only just blocking out for now