Thursday, September 10, 2015

Spiral Dream Complete

UE4
I think this project is finished. Again, I was at a point where I was wrapping my mind around what else to do and decided to put the last touches on it. Successfully, after the last three projects, I now understand what checkboxes must be set to allow for decals to work; also, this marks an accomplishment of using splines! The sci-fi environment has now became far easier to manage once I get to it.

Tuesday, September 8, 2015

Detail Props

UE4
Finalized the 2nd atlas texture and sprinkled the environment with more detail props. Onto the last batch of assets and tweaking this piece!

Monday, September 7, 2015

Overdue Update

UE4
It has been awhile since I posted an update but still working away at this. Recently was successful in landing a job somewhere, and thus, revitalized me to get this piece done.

Over the weekend I spent rendering over 70 props and started the texture process for all of it today. Once that is in a final stage I will spend more time placing assets around this scene before doing the last bits of texturing and prop making, then and only by that point, will I be nearing completion on this project.

Friday, August 14, 2015

One Atlas Down

UE4
Textured one of the atlases and updated several textures with a dirtier look. Next on the list is to continue populating this scene with assets!

Saturday, August 8, 2015

Slow Progress

UE4
Taking more time on this project than I would've in past ones but will continue till I get to a place I feel works out for this thing.

Wednesday, July 22, 2015

Squatter's Bastion

UE4
Some progress on this, I finally understand how to do 2 way blend materials along with experimentations on parallax mapping!

Thursday, July 16, 2015

Back to the Spiral

UE4
Got back from vacation mode the past two weeks and delved right back into this environment. Modeled the majority of the architecture, except one asset, then can move on to dirtying up the piece and making this into a squatter home. The one hiccup was creating details that follow a spiral shape, I had to use Loft and alter the deformations in order to get the results I desired.

This will be the first time I use the spline mesh blueprint to create wiring and cabling; if this works out the sci-fi piece will be a whole mess easier to model than I had previously anticipated.