Nice work there, riceart! A little progress from me aswell. Texturing still needs some work, but once i have all the pieces put together, i'll improve that too.
So! Joining for the first time on this environment challenge, Really looking forward on learning and experimenting with UDK and boosting my modeling/texturing skills. Here is my first blockout. Looking forward to all of your projects!
I didn´t show anything of my progress, all pics that i have posted are reference, the first picture is from crydev user Benji, follow de link http://www.crydev.net/newspage.php?news=119423&archive=12_2013
Thanks Zochy, that was actually a pretty big help! My own updated: It's slow going. I'm still figuring all of this out but I'm happy with the small strides I make here and there. Pardon the crosshair, I'll have to nix that next time.
Pretty happy with the texturing so far. Apparently the reason the bricks looked so strange was because I didn't have xnormal setup correctly for making proper normal maps for UE4. Got it all worked out and I think it looks a lot better.
Zocky, I'm really enjoying how you did the wear on the wood! How did you get the hanging banners to look so good? Would any one be willing to share the shader they used for their windows? I spent all last night trying to get something that looked decent with no luck.
You could have made, instead of that, just do 4-5 of those bricks, spend more time detailing them, and reuse them all over. If you rotate and mirror the duplicates, the gamer should not be able to spot the reuse of those bricks. (also with some color/spec/gloss variation in the texture)
lloyd - Congratulations on finishing your first prop! I echo luge, the water does look like fog. You already addressed the statue texture. I think you could add a bit more geometry in some areas. Other than that, solid work dude. All the best with your next project :)
@JasperHope; just out curiosity, is your environment flat, or are your objects all angled outward? My internal debate is whether to follow the concept to the t and have it match the perspective 100% or to have it just be a symmetrical environment. I feel like if you match exactly, when you navigate it as a 3d environment…
Can't do anything fancy with environments in game engines currently since I lack a gpu but I'll have a go at the small one. Here is what I have so far. A basic blockout of the forms. Still need to model the moss and then I'll probably work on adding personality to the well itself before making it all a watertight mesh.…