Here's blockout shots in engine. Blockout finished, moving on to breaking it up into modular chunks. The arc hemisphere was quite complicated to assemble, but I ended up with clean snapping modules. I assembled this arch in modo using some vertex snapping and angle rotations and exported them as instances in fbx file.
I love atmospheric scenes, this is coming together beautifully. Maybe when you have time, if you could lay out your props for the scene and some texture samples? I'm curious as to how modular this scene is, let alone see the props individually (like tristram tunnels thread) :poly142:
I think your right, you should of done this modular, yet it'd be a pain in the ass to restart when your pretty much ready to move onto the next phase....I'd suggest adding more to the model and going this route. Turn model into 3-d cut out.....Good luck.
It seems pretty self-explanatory. What steps would you like clarified? We have some tutes here about sculpting enviro textures. Might give you some workflow ideas. http://wiki.polycount.com/EnvironmentSculpting More here, about planning modular environments. http://wiki.polycount.com/CategoryEnvironmentModularity
Finished building the modular pieces (except the floor) and assembled it in engine. I had a few lightmap errors but I think I managed to mostly fix them. (lighting is extremely WIP and will definitely be changed, mostly just for testing purposes atm) without the props: Next job is to start on the brick substance.
you actually dont have to use bones for this. if you've got 1 modular piece for a tree, there is a spline actor within UDK that will act the same way. Check out the trees that are wrapped around the architecture in the jungle temple level that comes with UDK, and you'll see exactly what im talking about.
That Crytek 3DS shader is very cool, but what concerns me with pre-import vertex painting is that I can't interrupt repetition on the fly. With UDK, I can import a single modular mesh and get entirely different results with it. If I'm not mistaken, it sounds like that feature is very restricted within CryTek?
You can overlap the edge pieces in UV space, like how Kio Works shows in this post. Another example of this method can be found here. http://polycount.com/discussion/144838/ue4-modular-building-set-breakdown/p1 And even more examples are here. http://wiki.polycount.com/wiki/Modular_environments
Back to Kordon. S.T.A.L.K.E.R. fan art WIP Inspired by Stalker 2 teaser, I decided to make fan art of the famous bridge from the first location of the S.T.A.L.K.E.R.: Shadow of Chernobyl. I'm trying to make it more consistent with the current quality standards and modular wokflow. I am new to UE4 so I am studying it while…
To all environmental artist, what's the average polycount/tris you use for your buildings? including doors, windows et.c. as one mesh? I am aware of using modular parts but if u were to create one building as one mesh, what polycount would u work with ranging from ground floor to 2 upper floors?