@ siraniks and fonfa: Good work on those models. Night#7. The floor was already done, I simply never posted it earlier. My production rate is slowing down for sure, which I suppose is natural.
Spent a few hours getting the general shapes down, I did changed some things from the concept however. First time using UE4 for a project and loving it so far. Using this challenge to get used to the engine so things are going to be a bit slow at times but going be a lot of fun messing around with some of the new features…
Love everyone's work so far :) I have to make time to start mine, so no pics yet :P Quick question about modeling process: Do you guys go for the high poly model first? In school I was taught to go for a "mid-poly", a "Mid-Poly" model as I was told was one you reduce to make low poly and add detail to make High poly. So…
I'm starting the environment by making it all "high poly" first, then later I will clone everything and "optimize" the cloned meshes down to "low poly" details. This way, not only am I planning to bake the high poly details onto the low poly meshes, but it works for me to think 90% - 99% creative (as oppose to technical)…
I was wondering some of those same questions myself that Siraniks asked. I baked the beveled and smoothed edges of my walls ... is anyone else doing that? If they were done in the editor then they would have hard edges. I began to place multiple UVs into the same sheet and quickly found my system slowing down. I also felt…
Assuming I understand your question (I think you mean smoothing groups), have you gone through any of this thread yet: http://www.polycount.com/forum/showthread.php?t=107196 Its a huge topic with a lot of opinions and preferences. Some people use one smoothing group over the whole low poly mesh, while others will do more…