This is a re-post from my original polycount thread, sorry for those who frequent both forums!
I have been working on a small section of an Environment from Dark Souls 3 as a portfolio piece. While playing this game I have continuously been amazed by the detail and style of the environment artwork, even in sections that seem unimportant. I realize that they do this through clever use of efficient modular assets.
Anyway I have chosen a small hallway area that leads up to the Abyss Watchers (for those playing) shown in red below (Primary Section). I broke down the area into the pieces I will have to make and now I believe that I can extend the environment to the blue area (secondary section) with the same assets. However I will focus on finishing the red area to make sure I am not taking too much at once.
http://i322.photobucket.com/albums/nn408/Benvox2/paln.png
This is how I identified the modular pieces I would need. I have had to have the game running in the background to gather reference (and a ton of cracked red eye orbs thanks to near by enemies) while taking screenshots.
http://i322.photobucket.com/albums/nn408/Benvox2/partsMain3.jpg
My goal is to create this with about 90% accuracy to the in game assets in Unreal Engine 4, with about 10% added or slightly altered pieces and my own ideas. This means I will be making it as if it was a small section of a much larger world like it is in the game. I will be placing a high emphasis on efficiency such as UV space, substance files and reusable textures.
The software I am using are 3ds Max, Substance Designer, Quixel Suite, Zbrush and of course Unreal Engine 4. Here it what I have so far:
http://i322.photobucket.com/albums/nn408/Benvox2/post1.jpg
http://i322.photobucket.com/albums/nn408/Benvox2/post2.jpg
http://i322.photobucket.com/albums/nn408/Benvox2/post3.jpg
Scale is very important for this project and it has proven to be very difficult as I have to compare in game with DS3 and then in 3rd person view within UE4, luckily everything is modular and somewhat easy to tweak. Also to add to the difficulties I am not sure on the differences with FOV and focal length etc of the cameras used in DS3 and UE4.
I am wondering if I should go ahead with basic lighting now or if I should start refining modular pieces/textures?
I will post my progress here as I go for anyone interested, and any feedback and critiques would be incredibly helpful, thank you very much!