I think it's pretty cool overall, but the hangar doesn't really feel like it fits into the Machinen Krieger style all that well to be honest. One of the most iconic parts of the Machinen Krieger style is all the soft, bulbuos shapes together with more traditional harder shapes, but looking at the structure of the hangar…
The best thing a modeller can do to improve is tackle the hard shapes for a while and stop trying to wing it with a whole design. People always hope to learn tricks from tutorials but the truth of it mostly is that it all comes down to brute force. You can get around this by finding deco elements on buildings or functional…
Hey there. A nice start you have there. Although I would suggest a few things for improvement: you highpoly looks like the main parts of the gun are totally build from one piece. but a real gun consists of many seperated parts out together and fixed by bolts and stuff. So to get the look a little more realistic I try to…
So I'm trying to develop my first game. When I first got into indie game making, I wanted to make some sort of epic MMORPG that would easily rival WoW, and that combined the best of all that I've experienced in PC gaming. The idea turned into a isometric d3 scifi multiplayer rpg... That turned into a single player, Half…
Hi all. Once again I´m making yet another personal environment project. I got this idea from my previous projects where I needed to make some rock walls. I really liked to make those and I never really did any ruins before so I wanted to weld all of these ideas into this. Also I want to learn more about static lighting…
Hey guys, just going to use this thread as a dump for any 3d assets that I develop for my current game. The game has no name at the moment. I can give you an idea as to how it'll look and play by telling you that it is similar to Sim City, but in space :) I have been programming away for days, trying to create a…
EDIT: So I recreated the mesh exactly the same way and I noticed that when I bake the booleans down into the original mesh, I get edges in 2 of the corners of the mesh to support the ngons as @icegodofhungary suggested: If I then select all hard edges and bevel, they bevel as intended. If I delete those 2 support edges…
Making some good progress man. You have some problems with some different stuff though. -Your UVs need to have even texel density. It looks like you used zbrush auto UVs, which is not a good idea. For hard surface stuff it is really important to layout the UVs nice and straight. -Your roughness map is flipped. UE4 has…
The engine looks unfinished as there are angular cylinders that looks like they should be smooth, it also looks a bit blobby in place. I also think you should either texture it everything or nothing as otherwise it'll just look like you abandoned the project. The cathedral looks kind of promising but the lighting is very…
To start with the obvious question. What exactly makes this a 2048 scene? Aside from the bikes missing spokes (which just looks dumb tbh, give them spokes and rename it asian alleyway), there's no obvious scifi elements here that I can see. Your scene has heavy rain, but aside from the asphalt none of it appears wet. Your…