Really cool seeing the release trailer, a very fun project to work on :) At 1:46 it's inside the room I spent a lot of time on, I made the cores themselves(not the particle effects though, and the effects are awesome.), also made the modular walls, proud seeing it in the trailer :)
That would probably be a good idea. I always wanted to make materials packs for the UE4 marketplace using substance designer and photoshop. I'm also interested in making modular kits but I will have to get Maya LT (for commercial use) which shouldn't be a major problem.
There is not reason why a cabin should have 8 2048 texture maps on it, and have no way of being broken into multiple different assets. You should look into how to build modular assets, how to use a grid system in your textures, and how create tileable textures.
I'm looking at the work from Snefer on his modular texture environment ( http://www.polycount.com/forum/showthread.php?t=89682 ) and trying to understand how he used the RGB channels to create what he did. And I'm just not sure what the steps are to accomplish this result.
I'm currently revising the stairwell to be modular so I can position that where the blue foggy nothing is, as well as adjusting the color of the fog. I will post pics as soon as I make the changes for further critiques. Thank you guys very much for your ideas!
Hi, just thought I'd post these breakdowns of new meshes that I added. In regards to the copper pipe pieces, I used small modular pieces that could snap into place via the use of sockets. This allowed for very quick blueprint assemblage in UE4. Crits welcome!
Yeah, the first one looks the most 'complete' environment, which you can make without having to make too much in the background. It has a bit of everything, some tiling, some modular, some detailed stuff, some props, some organic, some liquid. :)
I have been working with Solus, making modular ice sets for the Ice cave level. This is still work in progress fotage. I also wanted to try my hands at making a character, so far it's only in highpoly state. Character concept not made by me.
only commenting on the basic shapes before you detail the whole thing... as brian commented before you are probably better off modelling stuff separately and then merging them after. This will enable you to work with much less constrictions in a modular way. Cool work by the way ;)
Hi guys, done some more rock work Finished and rebakes the cliffs, also made them much more modular as the original photoscan was quite a challenge to use the way that I wanted. Worked n some materials that have grass on top for the cliffs and rocks.