Welcome to the week three round up of the Hangar 45 student project!
Here you will see some of the progress I have made with this task on a weekly basis and see me talk about some of the challenges and (more importantly) solutions that I deal with.
Modeled Mechs – 1
This is a long range mech sniper model. The black background stills are from an early version. The gray ones from the finished model. At this point it’s about 60k polys… but I’ve kinda got all the primary details I want. I plan on sculpting a lot more secondary details in and all the tertiary ones will be texture work at the very end. I guess by doing the same step over and over I get better and faster at it.
Modeled Mechs – 2
Finished modeling on the largest of the mechs (but I might tweak some bits if I have spare time ) At about 60k polys it’s a little lower than I had planned, but I’ll look at some procedural methods to add more details as this one is ultimately close to x3 physically larger than the others.
Modeled Mech – 3
Modeling done on one of the more generic looking mechs. At 40k polys he has turned up more low poly than I’d like so I might do another quick pass on the models once they are all done to even them out and push them a bit further (might help combat some tunnel vision from staring at the same thing for too long)
With the release of Unreal 4.16… Epic released two features that would’ve really helped my project… at the begging…
One of these was volumentric light, which was something I originally wanted to use, but due to restrictions at the time, I essentially adjusted all my level design (as little as it is, to work without it)
The other feature was a new FFT Bloom system that allowed for some high quality light bloom effects. I figured that this effect might pair well with my lens flares that I worked on earlier so I decided to do some test (here you’ll see 5 out of like… 20, but they all failed and worked for the same reasons)
No Bloom – lights, reflections and atmosphere look very flat and in some ways dim.
* Old timey games used to crank this up even more to hide their bad graphics… some movies did that too (cough* chough* The Hobbit last film)
The mechs are turning up as fast as they should roughly 2 days per model, so I might have an extra day at the end of this to go over them again as a whole.