I have been doing this months
Polycount Challenge again!
It is for an interior environment, a science fiction style bedroom, or "Quarters".
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi9HDy_4F84zA3k5evtZOAVba9AZfeHA0r80XhaIEqmryyduxb3MlRSFpmOjc9-mBc4tcQjZtl7hP66hIUU7NBAwyiV8eiFyZwSk5kcpjjLlkZLZmtxnXaewjvwyCq16lLf2nkv9ZVBgHY/s640/Sci-Fi-Quarters_WIP_01.jpg) |
This is an early white-box or Block-out |
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjPMZVzCsAh5MtY2F2Jo_gYnMFPQ1q8wnVpl4shiW3vNZcY1PHJkjmJFr9SoEc-4_9Flbhqh0tDvPuG8R0-lszPQ1HQxF7ind9XfuBBaDgxN7UyuWL5KK5dEj_GEO4rDXN65sNqKyNbLfA/s640/Sci-Fi-Quarters_WIP_02.jpg) |
I am in the process of building up the detail of the different elements and adding Basic material |
For this project I immediately started throwing architecture from 3DS Max into Unreal Engine to test the scale and feel of the objects in-game, using a first-person template to run around the environment.
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgmAvetrquJY9lpcDXCR6y4QYlNJBkmrSCv_rKOXd75wBf4u89MI9xFU2DeC2wFDzzQieCuMXs8X9fH0DjYM9BAhYXFce9t45QJ2-ahX2D25tQXMqyuG7MSo9y8FE8Mx-gck4vlWEfcWL8/s640/Sci-Fi-Quarters_WIP_03.jpg) |
Here are the base-assets in 3DS Max |
By creating these proxies you can easily update them into Unreal to adjust them. I will slowly add more detail to these, then create high-poly versions where needed to finalise the details for baking & texturing.
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