thanks I've decided to make a more complex final scene for him. I'll use Quixel Megascans. For now tho I've made a trophy for him. You can check the Marmoset Viewer scene here https://www.artstation.com/artwork/EOnee
Just a quick update to my scene I’m currently working on. I’ve been building out alot of the really basic geo that’s going into the scene, have a few height issues with the bottom layer, but easy fix! Update ya again soon!
here is my simple block out for the scene... im still pondering how im going to texture the scene and what asset to start with. should i do trim texturing or individually texture each part of the temple. any suggestions are welcome
Texturing Update: I spent some time in substance designer creating the materials for the scene, here is the cobblestone and brick material i made. Cobblestone: Brick: This the the progress i have made in my scene for far, any feedback would be appreciated.
"Don't forget, a person's greatest emotional need is to feel appreciated." Love the way you model this whole scene. I understand the scene and your mind what you want to show to us. Awesome work and superb details. Best of luck
I haven't got enough time to show all of the work, so I'll only post the viewport render in Substance Designer and the scene in Unreal at the end :) The spot The "platine" The floor of the room The back Amp The wall The throne scene The screen And the Throne !
so the flash light with the normals that look wierd is the exact same model as the flash light with the normals that look good. The thing is its the scenes that are different and i dont know why when i go to a new scene the normals view properly.
I'm starting to model Finn and Jake's bedroom from Adventure Time. I've blocked out the scene and have started making the assets. I'm not sure whether to texture and light the scene within the cartoon-style, or to go for a more realistic approach.
Yes sure.I felt that too that center piece(engine)is weak.This my school assignment and we jumped straight from asset building to full environment scene, so i'm figuring out the right approach for making better environment scene.
Made a minor update to this too, now instead of just exporting the selected meshes, or the whole scene, there is the option to work with batch export from a list. I implemented in a way that the selection for the batch export is stored in the scene file and persistent between sessions.