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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