I've started placing assets into UE4. I've made some adjustments to the building's proportions to match it closer to the concept art and a bit less vertical. I see there's a bit of a divide on whether there's a wall edge with lower side with the further side being a bit behind it or not. To me it looks like there's an edge…
Basically, you want hard edges and separated UVs in these places that is hard surface. this will get rid of the ugly gradients that appear and it will also give you the "crispness" that you speak of. The stretched areas are happening because the difference between the high and low poly is too big. I wouldn't sculpt the…
Your scratches are way to thick, long and deep. If you look at just the magazine, it has those thin vertical bumps as a physical characteristic of the magazine, but you have a giant scratch that seems to have take a chunk across the whole magazine horizontally. That isn't ready as just a tiny surface scratch/ding from a…
@Olingova <Total newbie>, remember? ^^' How do I reference a simplified version of the shader? I had thought of giving the farthest LOD a very basic color+roughness shader with no masking/wind/normals, but in case I need to modify the original materials (for multiple assets), maintaining the basic ones along would be a…
That's really great - I'm a total sucker for that mid-century Americana 'utilitarian-but-ornate' stuff - American Pickers is a guilty pleasure of mine. One thing that looks a little awkward though is how the Mobil Pegasus is attached to the lamp-pole - it looks like the kind of signage which would be wall-mounted or maybe…
malcolm: No, Max's UV editor is much nicer for non-square textures. It stretches the UV square and while you're still mapping in a 0-1 range, it correctly compensates for the "squash" when you rotate, so if you rotate something 90 degrees it actually preserves the aspect ratio instead of stretching it like crazy. This…
One thing I noticed is that the barrel of the cannon is 100% fixed in it's position. There is no way for it to move up and down. Look closely at most references, tank barrels are supposed to be able to move along the vertical axis. Unless your reference has a fixed barrel, then I'm totally dumb. Great work so far though!…
Christian, I think if you for sure want to sell a bunch of Tshirts that reference 3D game artistry, it would help to go a more visual route. Do a cool graphic, something that somehow encompasses all the hard work that goes into just making one asset. If we want to make it funny still, maybe make a riff on "This is how many…
Thanks for all the advice Xoliul. I didn't realize my modeling workflow was so inefficient. There's just a few things that need a bit more explaining. "Looking at it in the end, I also think you lost a few of the subtleties that give the concept charm. Yours comes off as a bit simplified, straight and too sharp." excluding…
LESS POLYGONS IS ALWAYS BETTER. The polycount is just one part of an asset that you want to keep under control to help efficiency and usability, but triangles are very inexpensive compared to the alternatives. There are many factors to be considered when optimizing a lowpoly mesh outside of simply affecting the silhouette.…