I also went with bigger room scale, feels better IMO. ceiling height is 2.6 meters, and room width is 5 meters wall to wall. Started creating the trim texture in NDO, I'm going to use face weighted normals with decals, would have been awesome if POM decals worked in UE4 :\
@toxic_h2o - that's a good way to create details for a cylindrical shape and how I would have done it in Max. Hard to tell from your screenshot if this is Max, but I am using Maya and I don't know of a good way to bend things like you can with the modifier in Max. My work flow is to look at the detail of the object and…
Hey all, I decided to try the sci-fi scene for this challenge, As I've been meaning to make one for a long time! Here is the initial blockin in UE4 with some basic lights and a spacebox. I think I got the main proportions down decently, It tried overlaying the concept but it looked completely different. Probably a mixture…
@Shuaws Some pretty basic poly modeling + Substance Painter. I don't think it's my best project, I ended up seriously failing on authoring interesting materials, and the grenade looks a bit... flat. I think I tried to add too many wear effects at once when I would gain from simplifying & exaggerating. Anyway, I'll try to…