Figured it's about time I started a WIP thread to document progress on my new scene, simply called "SAMPA" for now.
My goal here is to make a small near-future city corner to get started with the PBR workflow and take advantage of the new Unreal 4 goodness. Loving the engine so far, it's like a dream coming true
Anyway, it's still pretty early in development but hopefully the vision I have for this should already be pretty clear. Some assets are in completely different stages of completion than others so nevermind the placeholder stuff for now.
I'd say this is about 30% done so far, still a long way to go!
I like it but i feel like you could do well to add more functionality to the design, I know it's near future so I would go a somewhat industrial and functional look rather than random scifi panels, luckily it's just some quick additions. Adding things like latches on panels and following design rules like the 30-70 rule will help a lot. Essentially define the focal points on your models givign the eye places to rest 70% of the time and the other 30% is detailed and tells the story of how it all works. Play around with depth and such with your scene too, try having recessed details that also add continuity between sections of the city and your buildings, think about strong, weak, and medium details to draw and guide the eye in your composition and create areas of interest.
Adding a functional element to your scene will increase belivability and make it be more relate-able and detailed.
Adding a functional element to your scene will increase belivability and make it be more relate-able and detailed.
Hope this helps.
Sorry but for me thats the random sci-fi stuff without function you posted. Like factory floors in which workers break ones leg.
Industry look is only important for a industry zone and not for a living area.
I'm also not crazy about the industrial look in the second photo AlexCatMaster posted, but I think if you ignore the photo and listen to the advice it's right on the mark. The scene looks awesome so far, but having some narrative elements to tell you a bit more about the world it's set in will bring it to the next level.
I feel like a combination of the advice you've been given so far would be good: a couple of more functional infrastructure things would help sell it, AND more advertisements, banners, and so on. One thing I'd personally love to see is a vehicle or two. Everything has such a slick, futuristic look, and it makes me want to see what kind of fancy cars they have in this future city
Relax, Minos is kind of the king of sci-fi buildings!
That said, I agree that more smaller details are often missing from these kind of projects, but I'd keep it straightforward and down to earth. Bollards, street signs, grates, posters, light fixtures and what have you.
I'd love to see how this env breaks down Minos!
side topic:
Alex - I think greebles on that level can actually destroy a sense of functionality - although I must admit 343 do it best. My mental rule is that the more greebling in a design, the more removed it is from seeming 'contemporary'.
My plan for now is to pump out modular pieces and base hero pieces and then dress the scene with props which will hopefully address both the lack of scale and theming. The composition will probably change later on too once I get more base pieces.
In fact, when I started this scene it had a much bigger scope which I ended up reducing drastically mainly because of how annoying it is to make good lightmap uvs in Unreal if you make everything unique.
Something that really bothers me too is how everything is so close to the street, I'll definitely address that next.
Anyways, here's my original blockout, most of these ideas will probably make it to the final scene, specially the backdrop:
And a GIF showing the windows parallax effect better:
It's looking cool. I hope you're going to fix the textures though?
Also, don't be afraid to use more geometry to get more interesting silhouettes and shapes. We're at the point now where we don't have to have noticeable faceted edges. Just don't go crazy with unnecessary geometry. Play some more with different bevel widths on your edges too. In real life everything doesn't have the same bevel to it.
Made a few new buildings and pieces, right now I'm just laying the base work for the fluff which will come next I also started working on a hero building for the main corner, which will be the focal point of the scene. The layout will probably change a bit too, this is more of a quick mock up with the pieces I got so far to see how well they fit together.
Also, it's my first test with lightmass, really surprised how smooth it looks!
Have you settled on a size of the area yet? I really like the scale, but it would be so cool to see an entire block with alleyways and what not rather than a diorama-esque street section.
@fearian: Definitely man! I'm in a bit of a dilemma right now regarding the composition of the scene tbh, so for now I'll just focus on finishing these base pieces.
The main street is pretty much done architecture wise (still need lots of props) and it will be more of a commercial area. I also blocked out two other small areas (which I'll work on next): a small backalley filled with small shops and a corporate plaza (which part of can be seen at the end of this picture).
New udpate! I'm planning to finish the scene by the next Sunday so this will probably be the last update before the final one. If you got any feedback please let me know
I took some time to learn the new dDo this weekend and redid most of my materials. The difference is night and day, I can't see myself working on PBR stuff without dDo anymore :P
Also got some trees in there, they are not the best but they should do the job for now (still gonna tweak the colors a bit tho). Again, keep in mind that there's a lot of placeholder stuff in there.
Is it bad that I preferred the look of the blockout? Colours seemed nicer overall
YEah I see what you mean, the colors were much "easier" on the eyes before right? The way I've been doing lighting so far is by placing lights wherever I feel like, just to have a good idea of how the final piece will look like quickly. I'll do a complete lighting and color correction pass next and hopefully get some of the coziness back
I'm really glad to announce that I'm finally done with this piece I'm currently working on a making of article that should be up pretty soon, so stay tuned!
Anyways, this was a huge learning experience. Thanks everyone who contributed with feedback and encouragement along the way!
Daaamn, looks like a fun environment to play in! I agree with Ged on the normal map of the road though. Also, may I ask how you go about taking in game screenshots?
Replies
Figured it's about time I started a WIP thread to document progress on my new scene, simply called "SAMPA" for now.
My goal here is to make a small near-future city corner to get started with the PBR workflow and take advantage of the new Unreal 4 goodness. Loving the engine so far, it's like a dream coming true
Anyway, it's still pretty early in development but hopefully the vision I have for this should already be pretty clear. Some assets are in completely different stages of completion than others so nevermind the placeholder stuff for now.
I'd say this is about 30% done so far, still a long way to go!
Adding a functional element to your scene will increase belivability and make it be more relate-able and detailed.
Hope this helps.
Sorry but for me thats the random sci-fi stuff without function you posted. Like factory floors in which workers break ones leg.
Industry look is only important for a industry zone and not for a living area.
This concept http://gryphart.deviantart.com/art/Lower-Hengsha-Street-191390261
think is better.
Maybe add air handling units, wirings and adversing banners.
I feel like a combination of the advice you've been given so far would be good: a couple of more functional infrastructure things would help sell it, AND more advertisements, banners, and so on. One thing I'd personally love to see is a vehicle or two. Everything has such a slick, futuristic look, and it makes me want to see what kind of fancy cars they have in this future city
That said, I agree that more smaller details are often missing from these kind of projects, but I'd keep it straightforward and down to earth. Bollards, street signs, grates, posters, light fixtures and what have you.
I'd love to see how this env breaks down Minos!
side topic:
Alex - I think greebles on that level can actually destroy a sense of functionality - although I must admit 343 do it best. My mental rule is that the more greebling in a design, the more removed it is from seeming 'contemporary'.
My plan for now is to pump out modular pieces and base hero pieces and then dress the scene with props which will hopefully address both the lack of scale and theming. The composition will probably change later on too once I get more base pieces.
In fact, when I started this scene it had a much bigger scope which I ended up reducing drastically mainly because of how annoying it is to make good lightmap uvs in Unreal if you make everything unique.
Something that really bothers me too is how everything is so close to the street, I'll definitely address that next.
Anyways, here's my original blockout, most of these ideas will probably make it to the final scene, specially the backdrop:
And a GIF showing the windows parallax effect better:
Also, don't be afraid to use more geometry to get more interesting silhouettes and shapes. We're at the point now where we don't have to have noticeable faceted edges. Just don't go crazy with unnecessary geometry. Play some more with different bevel widths on your edges too. In real life everything doesn't have the same bevel to it.
Made a few new buildings and pieces, right now I'm just laying the base work for the fluff which will come next I also started working on a hero building for the main corner, which will be the focal point of the scene. The layout will probably change a bit too, this is more of a quick mock up with the pieces I got so far to see how well they fit together.
Also, it's my first test with lightmass, really surprised how smooth it looks!
I'm in love with this new AO, it's perfect for what I want and looks waaay beter than lightmaps. Epic did a kickass job with this
Awesome scene so far man!
Have you settled on a size of the area yet? I really like the scale, but it would be so cool to see an entire block with alleyways and what not rather than a diorama-esque street section.
My I ask what the AO does in your scene? Can you show it with and without please?
@fearian: Definitely man! I'm in a bit of a dilemma right now regarding the composition of the scene tbh, so for now I'll just focus on finishing these base pieces.
@DireWolf: Sure!
The main street is pretty much done architecture wise (still need lots of props) and it will be more of a commercial area. I also blocked out two other small areas (which I'll work on next): a small backalley filled with small shops and a corporate plaza (which part of can be seen at the end of this picture).
(Make sure your skylight is set to Movable and Cast Shadows is on)
@Pogos: I also found out this weekend that it doesn't support cubemap reflections at all I disabled it on the latest pic.
Forgot to post this before, fixed my parallax shader to support emissive on the background layer only and tweaked the art a bit, looks much better imo
I took some time to learn the new dDo this weekend and redid most of my materials. The difference is night and day, I can't see myself working on PBR stuff without dDo anymore :P
Also got some trees in there, they are not the best but they should do the job for now (still gonna tweak the colors a bit tho). Again, keep in mind that there's a lot of placeholder stuff in there.
Like the future copan back there
Btw, if anyone knows where I can get quality game ready foliage for a reasonable price (like 30 bucks for a pack or something) please let me know!
What about using speed tree? One month sub is 20 bucks.. Or you could buy one of these https://store.speedtree.com/?
Looking amazing man, really looking forward to the final presentation!
I really really like it! Awesome material definition and great composing !
YEah I see what you mean, the colors were much "easier" on the eyes before right? The way I've been doing lighting so far is by placing lights wherever I feel like, just to have a good idea of how the final piece will look like quickly. I'll do a complete lighting and color correction pass next and hopefully get some of the coziness back
Anyways, this was a huge learning experience. Thanks everyone who contributed with feedback and encouragement along the way!
[ame]www.youtube.com/watch?v=8tOhIed0pXo[/ame]
I'd love to see some breakdowns if possible!
And yes, breakdowns!!!
Grats once again bro, dat next-gen