ok so i've taken the building into unreal it has no specular/normal maps or fancy shaders yet i was just getting the meshes in so i could start to think about camera angles, i've come up with a few i'm still going to need to build some filler meshes but then most of them will carry forward through each scene.
This is the angle that myself and dean dicussed a while ago with the hero building taking up the majority of the shot showing off the high detail modelling and normal maps i like this angle but it does kinda feel like something is missing.
This angle is another that i dont mind i would need to put a few more buildings on the other side of the pub but with some nice filler meshes this could feel like something you would see as a screenshot on the back of the box.
This is currently my favorite angle is shows the most of the buildings and some really good foreground meshes would set the scene and would look good when those meshes are carried through to the end image.
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