Most recent images: Heyo, I've been working on making an 'environment' (i use quotes because it's too small to move around in), in UE4, as a learning exercise in scratch building realtime environments and getting my head around the engine. This was inspired by William Gibson's Neuromancer and general cyber/cablepunk. Some…
@Boosted24v There's a lot of factors at play here but the majority of the issues with the model are related to inaccurate or incomplete shape geometry and noncontinuous / non-coplanar topology. When it comes to the actual modeling process the issue is more of what's being hidden by the n-gons rather than the n-gons…
Since it looks like you need people to answer these specific questions I'll bite. Saves time. I could waste weeks building unique city blocks and hallways or I could create a few dozen pieces and then mix and match them to create new unique structures. Often when you create one piece it can be turned into a bunch of other…
The layout and composition of the environment is really strong, reminds me of a really high class coffee house that you find in central cities so that is coming along really well. As for the lighting, it is highlighting specific POI areas quite well but the shadows are way too dark, therefore creating negative space. To…
[WEEK 01] This week I did the layout of the game environment, research the biome, and determine the main focal point of the scene. BLOCKOUT Due to creating Blockout, I tried a few options. Started from the simple flat composition with Greenhouse in the center of the lake, I really liked the comfy feeling of a small…
I'd recommend reading Kieran's article, it's a good article and Kieran should feel good about writing it. Don't have much in the way to offer in practical advice but I do know 3 things in graphic design 1. Link colours are too bright for a font that thin 2. Generally the font feels too big, ideally you'd want there to be…
Probably almost every piece can use mirrored UVs. You'll never see both sides of the bike at once and they are essentially the same right? Some pieces may have little detail in the textures. For example they are just raw metal. So then they don't need much texel density. Their shell can be scaled down very small to give…
That is just extremely low res but not stretched. This is a huge asset, so even a 16k texture wouldn't provide appropriate resolution from close up. Imagine that you lay out a 4k texture on a 4m area. That would look acceptable from closer too, but it would start to look like your picture as you go closer and closer. So…
Here's a breakdown: I was inspired by the workflow from this Substance Designer tutorial -- I based my UV layout from a tilelable texture Eric Wiley creates here: https://youtu.be/fCEscPQ9mq0 So I modeled it as a tileable mesh. and I blocked in my colors on this mesh. Later, I duped + skewed the mesh to make it feel more…
In short , it will look from each point of the low res asset, and see how far the high res asset is from that point along the normal direction of the point.Then take that distance (or the normal of the high res viewed from that point)and store it in a texture. Zbrush projection is different from texture projection though.…