Saturday, September 26, 2020

Crate Part 01: Proxy Geometry

 This week we started making a game-ready crate asset. To begin, I brought the UE4 Mannequin into Maya as a scale reference and modeled my proxy geometry. Then, I imported the proxy crate into Unreal.


Scale Reference

Proxy Crate

Proxy Crates in UE4


Then, using extruding, beveling, and vertex manipulation, I modeled the base for a higher-resolution mesh and combined pieces in preparation to export and bring into ZBrush.

Crate Modeled


Export Ready





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