Doing this layout is quite therapeutic.. I've created an open space in the last corner, added a secluded walkway (potentially an area with lifts in it), and started pulling up the background walls so that they join the bottom of the upper walls.
Used the cover script to adjust all the walkway covers into groups and turn off any that were intersecting with pathways or other geometry. Created a smaller pipe kit and used this to replace the walkway pipe block outs from earlier on in the project.
Had some free time today so did a bit of offline work, namely doing tidy up on the trim textures. Basically the model pass I'd done already (mainly on Trim A) wasn't locked to quadrants so correcting UVs proved more fiddly than it needed to be. I did a pass on Trim B to keep continuity and created Trim C as a sheet with…
Started on Trim Sheet B this evening and got 2/3's of it in. Created a smart material of Trim A and applied that to B in Painter. As I'm using the same colours in the ID map the right material is applied to the right place. Win! Tweaked the UE4 material too.
Had a spare hour this evening so fleshed out the last corner of the area by created a space for docking. Linked up the walkways and broke up the waters edge with a few other parts. I swear this is the last extension horizontally! It's all vertical from here on out!
Hi all, I haven't posted in here in a while because I a) created a new account to better match my other media outlet names, and b) I've mainly been posting work updates in Discord. I thought it would be good for me to get additional feedback on my project through Polycount (hence this thread) and to engage more with the…
So after weeks of not knowing what to do next or which direction to go in I finally just made a start on something. I created a rough trim sheet in Photoshop and then used the trims to flesh out the straight walkway section. It feels good to have chosen one mesh to tackle and just have a go at it.
Added light fittings and set them up with the script on a few BPs. I need to look into how I can create an variable array with BPs (if you can) and I'm going to have a look at lighting the scene using Emissive materials only. Edit: I've brightened the image as my previous one was quite dark!
Made a fair amount of progress this evening: Sorted out a big z-fighting issue on some of the BG wall pieces and updated the script so that I can randomise the detail on them. I also created the straight platform and underwall sections. I've left enough space in them to add some serious pipe work so looking forward to that!
After flicking through an art book this evening I got super inspired to crack on with the scene so I made a corner piece in the same way to the straight pieces (trim sheets). I also made wire and pipe corner kit part and set up the widget stuff to randomise them once new meshes have been created.