Throwing in all the textures. Made a Parallax occlusion Master Material and a regular Material with vertex painting set up for quick tiling work. Variation of the marble and decals will be integrated later. The bigger Marble tiles will be a different material. Need to address the DFAO issue at some point that is causing some pixelated AO.
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Most of the foliage for the inside is done and just needs to get placed. Pumping out the rest of the forms and then I can texture!
Floor Piece was updated have some big rubble forms in and some nice fern foliage from my flexible substance leaf generator. I'm very close to finishing up all the forms and then we can move on to texturing! The forms that I have left are as follows:
Grass Rock Clumps Modular Destruction Pieces River Spline Rubble Glass Shards Vines Small Tree/shrubs Fine breakoff from destruction ( Think dust and small pieces) Moss
Couple of things to note here. The Plugin in UE4 for panoramic screenshots and movies was not developed by Epic. So a lot of the features that make it look great are not rendered in it. My work around was creating a 6 camera rig and rendering each and stitching together all the footage. In later updates I will be increasing the amount of Cameras to fix some of the seams and banding you get from too much FOV going on. Overall I am pretty happy with the results. Also decided to use Vimeo as the host for 360 videos seemed like their playback was smoother vs YouTube. Will do more tests on this later. Just adding Scratch sound and a event sheet for my composer along with this.
DFAO and Dynamic GI implemented. Begging to fill up variances of foliage to get a better feel for what pieces will need a Zbrush pass. Also finalized my setting for high resolution 360 video output. Preview below.
Creating an 360 animatic for my composer. |
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April 2017
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