WD Posted May 29, 2015 Report Posted May 29, 2015 (edited) So about a year ago I watched the movie Solaris and after seeing this corridor I wanted to recreate it in Unreal.but like most things, I lost interest in it and forgot about it and it was left at this stage. I decided to pick this one up again a few weeks back and this is what it looks like today after having reworked almost everything.It was such a pain to get proportions properly for this scene since the movie reference was shot with a really wide lens. Not sure if the corridor should be wider and shorter still. Though I'm not really concerned about it anymore.Once I've finalized the modular pieces I'll make it curve as a final touch. Edited June 6, 2015 by WhiteDevil Jord 1 Quote
UnderTheOak Posted June 1, 2015 Report Posted June 1, 2015 Woaw!Did you create it only with Unreal Engine bsp or did you used another 3D program like Maya or 3DsMax ?Anyway, the result is very nice and it will be even better once complete and well-lit. Quote
WD Posted June 6, 2015 Author Report Posted June 6, 2015 (edited) Tried if I could light the whole scene with texture lighting but after fiddling around with it. It just looked horrible.Here's a picture of my previous testing.After doing some research I found that apparently Epic hadn't figured out how to do texture lighting properly for UE4. It's just a broken feature in it's current state. Oh well.Anyway, this is how it looks like now.Not much has changed. I've just been correcting my stupid mistakes I've made to my models. The panels were previously having a lot of shading problems when I tried to bake them. So my quick and dirty solution was to just up the poly count. But I knew I could do better, so I did.Same with my doorway. Edited June 6, 2015 by WhiteDevil Quote
Pampers Posted June 6, 2015 Report Posted June 6, 2015 that is still some really nasty geometry, especially on those wall panels. You would get the same look, if not better by using a proper normalmap instead Quote
WD Posted June 6, 2015 Author Report Posted June 6, 2015 True, but I really wanted to have the extrusions in the model instead of being just baked in. Are you suggesting I should use floating geometry for them?I've tried so many different things to get the least amount of polies on those panels and that's the best I've managed to get with the least baking errors. Quote
Pampers Posted June 6, 2015 Report Posted June 6, 2015 30k triangles for a flat wall panel is absurd, do a nice and clean normal map, you can extrude the panels out along the edges if you want the silhouette to pop where the panel meets other meshes Jord 1 Quote
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