Hi everyone.This is my first project in an unreal engine. This scene I created based on photos of the room in the Château de la Foret, Belgium. All objects on the stage were modeled and textured by me. I tried to stick to the optimal number of polygons.
I want to change the biped root (Bip01) by adding an extra bone as a translation bone. So my theory is that If I link bip01 to the translation bone, this new bone will then be at the top of the hierarchy. The problem is that this bone does not move with the biped if it walks forward Any way around this?
Okay so after a while of starting and scrapping ideas among myself I've decided on a piece. Using symbolism of the Lion and Falcon I want to incorporate that into a civilization. A civilization where they divide people into houses or factions which share a characteristic of either the Lion or the Falcon. Each family's…
Snapshot of today's progress: I've made several small tweaks and fixes to most of the assets while messing around with Unreal to see how I would create that noir look. Did some searching for lighting reference and made a small ref sheet: I haven't really touched lighting yet as the rooms haven't been created (also just…
I'm going to try to bake one of my towers. I added bricks to it, a window frame, roof tiles etc and just having it in Maya all HP makes the program lag a lot and also crash from time to time. I have also made other pieces like a curved bridge, other walls, etc Focus on baking the towers and bridge if I get time for the…
Hey Guys I've been waiting for an opportunity to finally start a thread here as my lecturer 'Little Claude' is always reminding me to do so :smiley: So, here's my first post and first foray into modeling, texturing and lighting a real time engine environment. This was a brief I did for a 2nd year project called "360 Room".…
Interesting little project and off to a great start. I appreciate you sharing the run down on how your making it and what software your using alot of which I can take into account myself. Theres a few things i think could be improved upon over the concept art itself that got me wondering if you are going to keep the metal…
I just started working on this surveillance room. I'm making this level using modular pieces, thinking about extending the level past this scene. I'm not happy with the lighting at the moment, which consists of a single point light, but it'll do for now. Here's some prop work I've done so far:
I've been working on this room in the past 3 weeks and I still have a lot of things to figure out. I'm going to put it in Unreal Engine but for now all I have are these grainy renders. I'm open to suggestions and critiques.
Hi there, firstly I suck at uv'ing. especially on large buildings. I have modelled a large aeroplane hangar with interior and side rooms (all non modular). when automatic mapping the building it looks ok except for the texel density is all over the place, and some of the u.vs are on their side (which i tried remedying with…