Hey Polycount community :) I decided to share my progress here and hoping to get some comments and critiques for my environment. When I started the main goal was to make a modular pack of ruins to sell it in the marketplace. After creating some pieces I changed my mind and started to make the full game environment in UE4.…
I am making a sci fi corridor based on this piece by Ricean Vlad. My goal is to make it with only a handful of texture maps. I didn't make any high polys. I'm still figuring out Substance Painter but I think I figured out a proper workflow by organizing the assets that share uvs into it's own material and export them as a…
Hello everyone, This is my latest level. The use of unreal 4 produced: the old train factory unreal4 of the indirect light to make me benefit a lot: I use a dynamic main light source, and added a number of light, as a supplement Preparatory work calls for a certain period of time: the layout of the module and the overall…
Well, I decided to go against the grain of my college tutors and do something that was a little unexpected. I'm currently doing Interactive media and was given the task of producing a final major project of my choosing, so I decided to get on with it and make a modular environment within cryengine before I go to Uni and do…
Hey there just starting on my factory UE4 project and just wondering if I'm missing something, ie this is just a simple floor static mesh made in Blender with 2 UV maps, placed the "rough_concrete_with_lines" Graph on it in Substance Designer, then imported all into UE4. When I build the lighting quality at "Production"…
You would use the tileable textures to cover large areas that are impractical to texture by hand. You can use trim textures on details that repeat so you avoid having to do unique unwraps there. Say you have a large brick apartment building. The walls of the building will be a tiled brick texture. The windows would be a…
Looking good @AdrianZaplata and @alytlebird! Did you guys use modular segments? I went about using 2x4 segments on the walls, 2x2s for the floor and 4x4s for the roof. Examining the concept, that pool table is enormous. The largest regular size for a table IRL is 3.6 meters long, in the concept, it looks almost double…
hi guys a small update and some noob questions. I bought the Modular Building tutorial from 3D motive and it looks fairly simple, my question however is how will i texture this particular building/modular set? i havent found any good close ups on castles and such like on the tutorial. Please any help would be great. i have…
Ok, so with stuff gettin thrown into UDK it was time to start takin a closer look at how I was gonna break this environment down into modular assets. I know that modularity is powerful, and what with this bein a futuristic industrial world, it should be a straightforward environment to break down. I started off by looking…
I like what you have so far. Are you working from a concept? Right now, I think it's really bright. You have a lot of light sources and a really strong ambient light. Darken the overall light a little bit, so your blue and orange light sources really stand out. If you're going to add more light sources, I would definitely…