(Big version) As I mentioned before, in the past a lot of my personal 'for fun' work has been dioramas or prop collections. My goal with OWHQ has been to produce a shippable, professional, functioning environment, with the emphasis on looks first (I'm an artist after all) but design a close second. For lack of a cooler…
So! It's been a bit of a while, but don't take that to mean I've been slackin' or that I'm not still dead-bloody-set on finishing this beast. On the contrary, while I've been distracted from the thread I've been clawing my way forward on OWHQ. So on to updates! First off, streams! I stream Wednesday and Thursday nights and…
This whole thread is incredible dude! Amazing work so far loving watching this. Excuse the mega noob question ha, but how do you export your assets? Do you export the whole office for example as one mesh? Or export all its pieces and then reassemble in UE4, just copying the coords from maya? Or something else. Being…
The vertical slice was a great time to test my initial workflow and processes with an eye to adjust and set some policies before I went wide and moved into full on production. Small problems or disorganization only amplifies over time, so if I started, for example, saving my files as "texturethingy1_final.tga" it would…
@Turks Thanks! So I'm not sure if this is the best way or even the standard way, but I do a little bit of both. By default, UE4 will import an asset with its pivot point at Maya's origin. If I'm exporting a prop that is bespoke or if it's a prop that I'll want to use in multiple places (boxes for example) then I have a…
( @[HP] )Getting textures and materials tuned and looking right has been a challenge. I'd love to blame it on the engine and say "Unreal must just work differently from the Overwatch engine" but that's a huge cop-out and I don't actually believe it besides. That said, Unreal IS super happy to just take metals and chrome…