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Midpoly Turret

Midpoly turret to take into Unreal Engine 4. My goal for this project was to create a highpoly, midpoly, and a level of detail pass. I also wanted to show some of the differences of renders in Marmoset Viewer, Unreal Engine 4, and Substance Painter. I would use the same HDRI and look for the differences in the render. This would ultimately help with improving my workflow.

A shot of the turret in Unreal Engine 4.

A shot of the turret in Unreal Engine 4.

This a shot of the turret in the Marmoset Viewer.

Substance Painter Render using Iray.

Substance Painter Render using Iray.

This is the highpoly of the turret. I did a lot of proportion checking to ensure that the reference and the model matched as closely as possible.

This is the highpoly of the turret. I did a lot of proportion checking to ensure that the reference and the model matched as closely as possible.

This is my texture density. I had to make sure that the pixels were even across most of the object. The areas that I gave less density are the areas where the player wouldn't be able to see.

This is my texture density. I had to make sure that the pixels were even across most of the object. The areas that I gave less density are the areas where the player wouldn't be able to see.

I wanted the midpoy turret to have a good amount of details up close. It has a total of 28k triangles.

I wanted the midpoy turret to have a good amount of details up close. It has a total of 28k triangles.

The first level of detail pass. The plan was to complete a LOD1 and LOD2, but I felt that the first one was enough. These would switch as the player goes further away from the turret.

The first level of detail pass. The plan was to complete a LOD1 and LOD2, but I felt that the first one was enough. These would switch as the player goes further away from the turret.