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Hello Everyone.
I am currently learning how to create objects for Unreal Engine 4.
While creating smaller assets was pretty easy and I got into it pretty quickly I now have absolutely no idea how to approach far more complex objects. In this case it's a space probe. (screenshot)
I followed a Tutorial that goes through all the steps, like low poly, high poly, rendering Normals, Ambient Occlusion etc. but in the Tutorial it's for an object that's a lot simpler.
I tried to follow all the steps anyway, created the lowpoly mesh and did the UV Unwrapping and here's the problem.
I tried my very best to keep all the smaller and bigger pieces "natural" in size, meaning that small piece on the mesh -> small UV piece. I then rendered a normal map (not really because there was anything useful to do with it, just to try it and get used to it) and of course it really doesnt look good. And that also translates to textures... quite hard to create a good looking texture for a UV shell that's only 3x3 pixels big. And that was on a 4096x4096 size...
Now I really don't know what to do. It needs to be one object for the Unreal Engine, but how do I get nice looking textures on that thing? And also things like a Normal map or AO.
What would be a good approach for that kind of situation? I feel like simply increasing the file dimensions even bigger than 4096x4096 would be a no-no.
Solved! Go to Solution.