Good work, I like what you have done. Some very good crits so far also. Just to add to them a little; - The pole tops have a texture assigned to them, if the player is never going to see the tops of the poles then get rid of that part of the texture and use it for something else. - The street lacks the normal wear and…
Its an interesting scene but i think the lighting could do with a lot of work. The second reference shot you posted would be a good place to start. Examine the light and where they are placed and how it falls on objects. Try to replicate it. Hopefully this will help you scene in terms of atmosphere. Seconding your textures…
You have the same mesh duplicated 4 times, so the UVs are going to duplicate 4 times which is what you are seeing. Those logs should be one mesh, one UV sheet, one highpoly. You're going to continue to run into problems if you don't understand UVs. Get that sorted first do a fairly simple hero prop all the way to…
Thanks. Next issues. Keep in mind this is my first time dealing with modular pieces snapping together. With the first image, I figured out how to evenly use edge connects on a big 128 sided cylinder to turn it into 8 snapping pieces. Then in the second image I realized I still need to curve the height planes out. Even…
Thanks everyone! @shotgun: I think you are mistaking the Zest UDK scene with dm_zest. Although they share the same name and textures they are totally different works! @snow: I plan on doing a writeup about that environment as well so I'll get more in-depth later. But most of the wall and ceiling pieces were created with…
Generally no, you would not create a unique high poly mesh for something as large as a building. The primary reason for this is that you would never be able to give it enough texture resolution. Just think about it for a second, you've got an entire building using something like a 4K texture and a character standing next…
That's what I meant about "older" sci-fi when I started my own scene. It often has a clarity of design - some would call it simplicity - and a still organic appearance, which beats the shinyness and sharp edged style of most contemporary sci-fi. If you try painting something like this you will find it is actually harder to…
Objective: Begin work in UE4 * [video] Testing uniform displacement * [video] Testing displacement with spherical mask * [video] Testing displacement with spherical mask and texture set * [video] Added AO slider * added static switch parameter to toggle grayscale or channel packed texture (see below) *experiments include…
Hi Zhingen, It's already looking so much better! Your modular stuff looks great. I had some thoughts on polish; If you have enough time, consider making a T-junction piece for your modular set. As far as presentation goes, I think it would be more interesting than a straight hallway, AND you would have more opportunities…
Hey everyone, stuffs looking good. @VincentM - That looks awesome mate. The weaving is really nice! @Jeff - Really look that hand painted style. It's a nice way of approaching a very sci-fi looking knife. @mister_s - I normally keep most of my blockout in engine using BSP just because I like to run around in it a lot and…