Overall I am quite happy with it - Sci-fi is a bit of a weakness for me, so is a new experience. There is room for improvement, but thought it's a good idea to wrap it up in the time allocated.
I learned quite a lot, and even reverted some work with the shaders to better suit my needs.
Everything has been properly UV'd and optimised for games, which actually takes more time then just creating cool stuff to show off in UE4.
Process
The overall process was typical. White boxing, and low poly assets created, which are then each developed in stages.
Here's the white-box, basic materials, then detailed & textured assets |
The architecture was all optimised and unified by making a flexible material in substance designer 5 & Painter. |
Conclusion
Quite successful - Many doing the challenge did not completed it. I learned a shed load, and have bolstered my experience and asset library. Importantly I have some very useful graphs in Substance Designer, and materials in UE4.
Looking back I could have taken it up a notch by retaining higher poly assets, more/larger textures and decals. But it is suited to lower spec systems, although I would look into removing the diffuse texture maps and making them more procedual, possible removing normal maps too.
One area I am very happy is my unwrapping - My UV'ing is pretty good. Also the topology is very clean. On top of this the process is very structured, and I can amend everything from scratch pretty easily.
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