mars project updates since feedback
i originally made the mech model for my mars project this year, however after starting to unwrap it i realised there was no good way of doing it that would result in decent texel density across the whole thing as it's designed to be quite large and it's very intricate, i kept it instead as a personal project due to the texture constraints and its much more high poly then my other assets to the point it looked inconsistent. another of my teammates was thinking of doing a plant scene nearby and i decided considering the constraints again, having a tri heavy asset alongside the foliage may not be the best thing for the engine so it was scrapped for this particular module.
the assets have had their roughness maps redone, i ended up quite liking the ridley scott's Alien type feel of the shinier metal as it looks more extraterrestrial and works a lot better with the new reflection captures, of which there are five as any more than seven would begin to severely impact performance.
lights have been either swapped to movable or the attenuation radius reduced to avoid the building errors previously experienced when building as the null static mesh actors have been removed.
the excavator asset was built to be "boxy" as thats how they do appear in reality, however i understand and now see how the shape isnt particularly interesting and could be adjusted to have more visually appealing geometry, the main reason i did not originally consider this was due to only having one planned to be in the final, where it is very much out of the way (the one above the pipe in the beginning) and would not be subject to close scrutiny by the player.
with the factory i believe i stated in a previous entry that were i to redo it i would use 2 separate material id maps so the pixel density could be much higher, however due to the timing now i dont think i will have the time to redo so much on the factory and so that and the dragline excavator will be redone should i have the time later on this week.
please note that i am overdue a hospital visit due to the ongoing pandemic and currently do not have the use of my right arm, any work not adjusted or fully completed is because of my inability to hold a pen for any length of time and not an issue of work ethic.
the assets have had their roughness maps redone, i ended up quite liking the ridley scott's Alien type feel of the shinier metal as it looks more extraterrestrial and works a lot better with the new reflection captures, of which there are five as any more than seven would begin to severely impact performance.
lights have been either swapped to movable or the attenuation radius reduced to avoid the building errors previously experienced when building as the null static mesh actors have been removed.
the excavator asset was built to be "boxy" as thats how they do appear in reality, however i understand and now see how the shape isnt particularly interesting and could be adjusted to have more visually appealing geometry, the main reason i did not originally consider this was due to only having one planned to be in the final, where it is very much out of the way (the one above the pipe in the beginning) and would not be subject to close scrutiny by the player.
with the factory i believe i stated in a previous entry that were i to redo it i would use 2 separate material id maps so the pixel density could be much higher, however due to the timing now i dont think i will have the time to redo so much on the factory and so that and the dragline excavator will be redone should i have the time later on this week.
please note that i am overdue a hospital visit due to the ongoing pandemic and currently do not have the use of my right arm, any work not adjusted or fully completed is because of my inability to hold a pen for any length of time and not an issue of work ethic.
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