Hello guys, Ive been working on this scene for some months, and Id like to get some additional input. It is for my portfolio, and its also for me to learn the ins and outs of UDK and sub-d modeling. The story behind this scene is that it is one of many military relay stations in a mountain range. On one side of the…
Thanks for the feedback and links guys; got some good ideas and inspiration. I'm going to try and cut the tri count on the flat piece and see what I can do about the blobbyness. As for reference, I was trying to follow this guy:
I like where the scene is going GJ so far. Though you could make the floor panel into a single plain or box and just bake the highpoly details on a normalmap. Your rock barrier looks good but is too flat imo.
This: And this: Check out this awesome thread filled with lots of little bits of useful info on creating rocks: http://www.polycount.com/forum/showthread.php?t=50160 And also Adam has a very good method for creating some nice looking 'cliff' type rock faces: http://www.polycount.com/forum/showthread.php?t=69345&page=3 If…
I think the blockout is finished. I don't want to make this project more massive than it already is. Still working on the silhouettes a little more, specifically the large cylinder in the back, as well as the framing going around the terminals. Does it feel too busy? I'd really like to get some feedback. @chrisradsby: I…
Hey there mate, I feel like you need to spend some more time on the lighting, right now it's not working in your favor, the scene is too dark. You also need to do something about the instancing of all your stuff, right now it's super-easy to spot the tiling of models, and I would say that 3000 tris is a lot for one piece…
You'd be better off with a tiling stone material in this case. Custom sculpting that stuff sounds hot, but then you see it in game lower rez and of no higher quality than a tiling material. I'd attack this with a solid organize mesh for all of the cave, tiling a rock across it, and using a blend material to remove any…