My personal blog of random works in progress of doodles and environmental game art. I'll be posting sketches, UE4 stuff, shaders, lines of code and possibly even flying Pugs.
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Came up with a bunch of small to do list, more like nit picky things but will eventually get to (I hope)
Finally been playing around with Modo and getting some decent results! Here is what I think will revolutionize how we build normal maps for games FYI: This IS baked into a normal map for the final result Basically removes the need to have a typical Sub D mesh for clean beveling. You can essentially have the worst geo ever (booleans and ngons) and still get smooth results.
I felt like i really needed to nail the visual style now or forever this will look like poo. After tons of tweaking on the post process volume and lighting changes this is looking very much like the final target I want to achieve with this scene. Next time I need to remember to hit this stuff early! I also started to realize that when its only half baked assets in there, it looks like ass. Once I started doing more refined buildings, things started to come together, like silluoutte and layers etc. I was reluctant but forced myself to semi finish the buildings, and adding the roofshapes really helped even though it was a pain in the ass. I started to also frame some sections. I need to remember to try and rule of thirds everything, not sure why recently i stopped caring about composition.
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