Hi, thanks for all the comments. The texture work is still very early. For the geometry I'll have to see how it all meshes together before I do adjustments. There are several modular elements planed, such as docks, comm antennas, commercial billboards etc. so these will further break-up the 'playmobile' look :) Atlantis…
1. High contrast seams on the morgue table. Possibly a smoothing group issue? 2. Scaffolding is scaffolding. I think it's a clean model. Presentation wise, crop out the extra dead space around your prop to give a bigger view. I'd also be interested in seeing the clamp detail. 3. More smoothing issues it looks like. Maybe…
I haven't tried too much of modular pieces in UT3, but aren't, say, 16 meshes with 256 shadowmaps are as heavy on memory and calculations as 1 mesh with 1024 shadowmap? In any case, for this building a shadowmap can be even 1024. Ideally 2048, but it may come out not bad with 1024. For even better result UVs for shadow map…
You're getting some real contradictory shapes in the mesh due to your normal map. There are soft bit which look really nice, then there are those hard edge bits which almost look like they are inverted polys from certain angles. The mesh itself looks very unnatural and very plain on its own. In nfrrtycmplx's post, he…
After a lot of research, I created my first big stylized environment in Unreal Engine 5 🏡☁️ This time I made everything by myself, with the exception of some VFX blueprints like the butterflies. I put a lot of effort to create the tools that were necessary to make this environment like the virtual render texturing for the…
Finally i had time to work on this project :) I got alot of the modular models done. Still alot to do. Very challenging but im learning. There are problems with lighting in particular. Because I use the new Unreal engine 5. I still don't fully understand how the lighting works in it. The environment is far too dark. The…
Small update, started to work on the main wall piece. Combination of Clay Tubes brush and Trim Dynamic with a hard square alpha to chip away at the stones. While I elected to make the floor a single element due to its complex shape, I wanted to explore some modular design features where possible. The wall is just a simple…
http://wiki.polycount.com/wiki/SkankerzeroModularCharacterSystem I made some modular characters based from this ^^^. There's more than one way to set things up in engine. In my case, all characters existed in a single fbx and we used script to disable and enable different parts. Dunno is this is the most performant method,…
Correct me if I'm wrong, what I'm guessing is that you create and define these materials separately on the box shapes with Substance. Then you place the materials in the scene as tiles as opposed to making textures individually onto each meshes UV layout? I'm interested in the workflow as I'm preparing to do an environment…
Kwramm pretty much nailed it on the head. The biggest trick to getting things done fast is to know where to focus your effort and add detail, and where not to. When your on a deadline, you learn that you just have to let those things go and focus on the details that are most prevalent and important. Also, specifically when…