The poly-mirror did not work as expected in-engine, even though in Maya it seemed to. I have adjusted my modularity methodology, to model half of the HP, poly-mirror, and then make the LP based on the combined mirror. Then bake the normals from that. The first test has worked well. I am very pleased with the in-game…
Minos: Yeah, i hear ya. The scale is pretty spot on though I think, I used centimetres for measurments, so everything should be real-world scale. Now it was so long ago I read in the thread so I forgot to add a character and show next update! I added some more shapes after your feedback, they are in another corridor that I…
Hey! Love the work so far. The palette and the lighting are looking spot on. But i still think you can push your shapes a bit more, and think about some things as you flesh out the blockout and start getting into it. I did a quick paintover with some notes, hope they help. You have the right idea. But try to just…
Sorry I took a while to upload stuff - the Polycount website was being derpy on me. Here are some renders of an alligator snapping turtle I did for my first ever 3D modelling project. List of things I already know to fix because of in-class critiques: - Needs more wrinkles (a lot more) - Legs aren't long enough - Eyes are…
@Yaniv Dekel: I will try and composite something together and share it when I have some free time @lotet: I did make an emissive for the engine but took it out cause I couldn't get it to look right. I am going to try snd get it in engine so I can add that and a electric vfx to connect the two engines :) @Gannon: Ha ha what…
Hmm, more random things and lights... I like it! I spent a couple more hours just generally detailing everything. I still want to add some Ukrainian signs to the main building like the guard outpost has, but seeing 3ds Max keep crashing on startup, this will have to do for tonight. :) I did manage to add some hanging…
Xnormal does add edge padding near the end of render. Guess I'll be baking with no padding and using PS filter from now on to avoid such issues in the future. I do change and combine my normal maps in PS but no, the ones you see were both rendered in one go in xnormal. When xnormal adds edge padding, it overlaps them…
Thanks a lot Weso, I think you nailed the concept there with your words! I did indeed have the back of a Lamborghini in my references for the back tail lights and the top vents :) Update number 3 on this one, slowly progressing, I did a first import of all the maps and meshes into UE4 with a basic shader to get an idea of…
Hi all !! I changed the render of my scene because I didn't like the old one. It was too contrasted and saturated. I change it and add a bit of blue ( especially on the shadow) to give a nice mood. For me I considare this project like finish but ofc you can continue to give me your advice and I'm keep in mind for the next…
An update : I did manage to properly load the example projects after all ; for the textures to load in 3DO I had to fiddle at random with some layers inside the main DDO panel. Definitely a bug here - not crucial and breaking, but important to solve so that a user doesn't assume that a project is broken when it actually…