Once all of the models had been texture, I put them into UE4, plugging all of the texture maps that I’d made into the UE material editor and attaching each material to its corresponding model.
A couple of times i went back and forth between UE4 and Quixel, editing
the maps that I’d made if the look I got wasn’t quite what I was hoping for.
With just a 10k triangles limit, I had to cut out a large part of the generator (and surrounding environment), leaving me with just the core of the time machine as the model.
I like the fact that my model seems so large because that’s the effect that I was going for when presented with the task, instead of creating something small enough that you’d be able to step inside it.
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