You can view the complete showcase of this project at my website, here.
Here's what I got out of this project:
- I got my feet wet with Unreal Editor 4. It's leagues more intuitive than UDK. I still prefer Unity I think, but I can use UE4 to toy around with custom materials.
- I got a ton of experience with Substance Painter. I'm pretty sure this software is going to completely replace Photoshop in my pipeline. I need to try out hand painting with it. Seems like it would be super easy, but we'll see.
- Speaking of pipelines, I developed a new one that seems rather quick and streamlined. I recently learned a new trick in Maya that lets me retopologize super fast (not talking about Quad Draw).
- Super-solid understanding of PBR textures.
Here are some issues I encountered:
- The metallic surfaces in Substance Painter did not visually match when imported to UE4. It was probably a mistake on my end somewhere, but it caused a bit of a slowdown in the polish phase when I had to tweak color values to get them to display satisfactorily in UE4.
- GUV tiling in ZBrush is really iffy. It took such a long time to do in many cases that I ended up just painting my own material masks in Substance Painter. I tried doing GUV tiles on decimated meshes but it seemed to crash ZBrush every time. Perhaps with the 64 bit version soon to release that problem will disappear.
- I was a bit too timid when it came to jumping into Unreal Editor. In an attempt to not derail my project by spending too much time learning the software, I modeled the majority of my assets in place inside Maya which led to some more slow-downs later in the project during the polish phase.
- I was not able to implement some suggestions due to time constraints. If those slow-downs I mentioned hadn't happened, I could have added a few more things to make it look better.
Now it's time for a break, I'll be back in a week or so to announce my next project!
View my previous completed projects here