Critique Notes
- Move the player start forward about 2 ft.
- Crumble the rocks at the border or add other details to make the floating island theme more apparent to the user. (Did not get to this week).
- Fix the plant wind movement.
- Angle the wings out on the gargoyle. (Did not get to this week.)
- Increase ground resolution and fix the weird bake spot (on a stone). (Did not get to this week.)
Mountains Process
First, I tried applying the WB height map export to a UE4 landscape and then exported out that file to sculpt on. I was met with tons of swiss-cheesing and general mesh gore issues but eventually figured out that exporting the mesh straight from WB with the mesh output node gave me a better base to work with. After sculpting and texturing an entire mountain range this way, I imported it into Unreal only to realize it didn't maintain the same shape as the original mountains and had somehow become very flat (I think the scaling of things got messed up somewhere). I decided to scrap this mesh because it was so shallow I wasn't able to hide the edges with the fog. For my final attempt at making a mountain, I ended up taking that second sculpt and pulled down the edges as far as I could in ZBrush so that it could be hidden in the fog and then re-textured it and placed multiple instances in the scene as static meshes. This method worked as a quick fix, but it really dulled out a lot of the details I put into the mountain and I will need to go back to try and get them back in. The final result can be seen in the beauty shots above.
Skydome Process
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