Will start it soon-ish? Will be a fun little exercise in texturing and lighting!
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It beginsssss! Mostly just Maya/UE4 Project setup stuff tonight, just getting the *very initial* blockout in so I can start iterating and blocking out all the different elements. Testing out all realtime lighting, to see how far I can get with this.
#gameartpic.twitter.com/WfWB0FPxlf
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Picking this back up this week! Just re-familiarizing myself with the project, turned on and experimented with Raytracing, continuing on fleshing out the blockout.
#gameartpic.twitter.com/PmUnmzRXn0
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*little* work this evening, blocking out a lil geo doorframe + messing around with lighting bit more. Chipping away!
#gameartpic.twitter.com/2IAKYuNYyp
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So, it was bugging me that the RTAO seemed virtually inexistent despite it showing up nicely in the debug views. Turns out the old SSGI settings (which are on by default in the PPV) were nuking it. Turned it off since there's RTGI anyways, and yay, AO!
#gameart#UnrealEnginepic.twitter.com/WzDJSH6b2B
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Little bit more blocking out tonight! More designed windows, benches, rubble, stanchion posts and straps and running into more Raytracing limitations -- Spline Meshes don't get Raytrace Shadows/Reflections (that's what the straps were before I converted).
@UnrealEngine#gameartpic.twitter.com/RFsRERJ9Hs
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Some more work on it tonight, made a quick 1st pass polished concrete in Substance Designer, did some more lighting + light fixture blockouts and played with some Camera FX stuff. Slowly but surely!
#gameartpic.twitter.com/ZqK8vk559Q
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Been a lil bit! Little work tonight, some lighting tweaks, a quick 1st pass wall plaster, tuned the polished concrete floor some more, etc.
#gameartpic.twitter.com/S46xn27gjW
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Little bit of work tonight, threw in a rough pass at the small debris + some color grading. Wanted to try doing these with geo instead of a decal (Zbrush plane > decim > boolean flat parts out in Maya). Shoutout to
@Corgiboltz for his dope brushes! Crack decals next!#gameartpic.twitter.com/SFIgTHLg9g
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Some small progress from when I was on PTO on Tuesday (yay being almost maxxed out!). Textured up the debris in Designer, tweaked brightness of floor after receiving some feedback from
@WorkMachine3D, and trying out a tighter camera again, adjusted things accordingly.#gameartpic.twitter.com/njR1vBVM66
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*necropost* threw the scene into UE5 to mess around with Lumen, it niiiiice and runs *so* much better than Raytracing in UE4. Before (UE4)/After (UE5):pic.twitter.com/xTmKDoJPYA
Näytä tämä ketju
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