Nothing as exciting as a good ol scifi hallway! Another testbed for me for some new modelling techniques aswell as trying to get the hang of UE4. Still very early, so tons of holes, placeholders, and general funkyness :) Will post some more assets soon.
beautiful. what kind of set up are you using for lighting? i'm trying to do a sci-fi scene in ue4 right now too and my lighting is coming out like crap.
Yeah, I am planning to do some more instructional vidoes and stuff soon, just need to get other things out of my way first : ) But yeah, the UDK masterclase should be easy to transfer to UE4, basics are all the same : )
Dude, this is so refreshing, I love it. Really awesome shapes you got going on. UE4 is pretty great to work with, liking it so far? Also, I noticed that your recent assets are quite dirtied up. Are you going for an abandoned spacestation?
RexM, thanks! Well, im having some issues with UE4, or maybe its just myself, just having trouble getting something I like in it to a finished state. And not abandoned, but more gritty/industrial than clean : ) Anchang-Style, yes, I'm using modo : )
like the design and interesting forms of your props. is it possible to show your material in UE4 for the props and inscene materials? thanks :) otherwise everything is looking nice, maybe bring the idea what the room is for and create assets around it, not a simple corridor type thing. it can help to bring everything…
Sweet! I will check that out. I recently left Maya LT for MODO indie and I just love how fast it is to create things, just gotta get used to the UI again and some of the tools uses. Great work though Tor! I noticed above someone requested a video for your high to low poly workflow. I too would love to see that. I got your…
Thanks for all the kind words! OOtrick: not anything this complex in any tutorials no, but its pretty standard shaderstuff, play around with masking shaders and vertexpainting etc and you can probably come up with your own solutions that fit your needs better : ) pachermann: its literally only Modo occlusion nodes for this…
I hear you there, I came from CE3, now using UE4 for a couple of months and I am only now reaching the quality that CE3 has laid out for a vegetation scene... although I am learning a lot more about how shaders handle textures, materials, it's been a challenge to get the results I want. There are just so many ways to do…