I had the privilege of working with the Raven folks while Threewave did the multiplayer and seeing it FINALLY shown, is awesome. I am not sure what state the MP is now, but these screenshots of the SP do look sexy!
https://www.artstation.com/artwork/Z5L2wN This is my first project in unreal, Modeling, sculpting in Zbrush and texturing in SP, Some foliage used Megascan's resources, I want to learn UE4, Any critique is welcome
This is what I'm beginning to come to a conclusion on, even in it's clunky 1.8 state I'm finding that what I see in 3DO translates to Marmoset and other very well. With SP it's been a constant battle for me.
Some more updates. Figured out more about VRay materials, exported things more properly from SP, and dug into the sculpt a little more. Set up the eyes a little better too.
Hey all, I think I'm calling the satellite part done. I'm going to move on to the battery that I've been neglecting for a while. This is rendered in SP until I finish, then I'll render in UE4.
Ah yeah - I did initially think if wasn't going to go down the high poly route to add some light bevelling to the beams and paint in normal map scratches etc. in SP- similar to this:
Looks really awesome. I work also with SP and always have problems with the edge wear generator. Either it didn't show anything or the "edge wear" is more like redrawing the edges with a "silver-liner". :(
I'm with my dad and his side of the family. Was out until 11:30 with my younger siblings (ages 8-13) tabogoning (sp?). Was great fun.. Sorry about your luck Pak
The actual solution is simply to use a baking cage to finely control the ray distance (or to use the Toolbag3 distance painting tool, as it is better tool than SP for baking anyways) ; as well as modeling the mouth more open to begin with. That's it.