Working up my general landscape environment. More accurately shaped/placed landscape features (boulders etc) are going to be added later, but right now - this is the overall layout of the environment I'll be working with. (Haven't brought any other blockout elements in UE4 yet - so those cylinders for the oil barrels in…
Update 1. Since the first update I've been working on layout and style. This is what I have right now, keep in mind this is still work in progress so I'm probably going to throw some stuff around. Anyway, starting now I'll work on tillable textures for the floor and back wall. Here's an updated blockout of the scene:
LOL good luck getting any feedback unless you are already an industry vet. Anyway, I wouldn't sweat the particular UV layout too much, there's tons of examples you can view and pretty much copy. Materials can also be separated by baking out MAT IDs, it doesn't necessarily have to be separate UV islands..
Noob question: isn't it good practice to keep your uv island edges vertical / horizontal if possible? In my experience having weird angles in the uv layout introduces aliasing on what should be a simple straight edge in-game, and the little bit of space you gain while packing the uvs is not worth it. But then again, my…
the sculpt is VERY nice. but it doesnt look good ingame. maybe its because of the complex modell (nothing to mirror..) and/or the uv layout is so messed, that the texturequality doesnt go through. also i am not sure about lowpoly and the bake. it anyhow looks like u lost all ur awesome detail from sculpting :( sry mate :(
Here is my current progress. Finally happy with a layout. :) Took forever lol. Got in some basic lighting and pretty happy with it so far. Also got the throne chair blocked in. My next plan of attack is to start making the more detailed pieces of the architecture and sculpt some details on the chair. Really hope I can…
Haha, thanks Josh... Here are two new shots. I updated the trees, not sure of how I want to layout the scene completely yet (suggestions if you have any). I am also still in the process of finalizing lighting. I also updated the grass but you cant see it to well in these shots, that's because I am not happy with it.
I'm guessing you're referring to the seams in the hair once you switch the material type to Anisotropic? I'm going to guess that it has to do with your UV layout. The Anisotropy shader will cause seams on a surface if all the polygons of that surface do not have contiguous texture coordinates. For more info, checkout the…
It works with a newly generated uvw map. I already tested it ;) But in his layout he somehow deleted or stiched something together which shouldn´t. You can almost slap everything at mudbox as long as there is nothing missing and it won´t argue(overlapped islands won´t yield the results you want but it doesn´t care)
Hey all, thanks for the awesome replies! I actually posted the thread at work, and was hoping to get some replies before getting back so I could hit the ground running. Here's a couple of pics of what I was speaking about, first the WIP scene: ....and the UV layout with mirrored UVs for the wall: Was hoping to use Marmoset…