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UE4 - Ebon Hawk Comm Room

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Buchananball polycounter lvl 6
Hi there all :)

So for one of my university projects I'm attempting to re-create one of the rooms from the Ebon Hawk, the main starship from Star Wars: Knights of the Old Republic.

The room doesn't have to be 100% populated for the brief, we are meant to finish fleshing it out in our own time for showreel purposes, but anyway this it so far!

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  • Dan Powell
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    Dan Powell polycounter lvl 5
    Looking good so far. :) I like the globe in the centre - though it feels like it should be translucent? You might be able to find some tutorials on Unreal 4 to make holographic materials.

    You can add more polygons to the circular tunnels/doorways - you can see the faceting quite harshly; unless your polycount or art direction constricts this?
  • Brian "Panda" Choi
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    Brian "Panda" Choi high dynamic range
    What fidelity are you aiming for? Current gen, or original gen?

    And, oh man, the light and colors. You've basically nailed the base lighting I think, minus adjustments as more elements are blocked in.
  • Buchananball
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    Buchananball polycounter lvl 6
    Dan Powell wrote: »
    Looking good so far. :) I like the globe in the centre - though it feels like it should be translucent? You might be able to find some tutorials on Unreal 4 to make holographic materials.

    You can add more polygons to the circular tunnels/doorways - you can see the faceting quite harshly; unless your polycount or art direction constricts this?

    Thanks man! I made some tweaks so please let me know if you think this is more approriate! I tried looking for hologramm tutorials in UE4 but couldn't find anything concrete so I kind of patched others together and winged it, let me know if I should change anything in the shader!

    X8RpfAB.jpg
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    What fidelity are you aiming for? Current gen, or original gen?

    And, oh man, the light and colors. You've basically nailed the base lighting I think, minus adjustments as more elements are blocked in.

    Ahhh wow thanks man! For the brief my lecturer was a little unclear with our poly limits but we can use a total of 16k texture space over the room if thats any indication of what I should aim for? I tried to just use the topology I needed and no more, but I think I'll need to improve the cylindrical assets over the christmas break! And I'm hoping to push for current gen :)
  • BagelHero
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    BagelHero interpolator
    Whoa hey there. Don't use the specular input if this is UE4-- what effect are you aiming to get with that?
    Because the spec doesn't do what legacy spec does. UE4 uses the Metalness workflow, so you want a combination of metalness and roughness to better describe what spec used to do. You don't want to touch the spec slot probably.

    http://www.marmoset.co/toolbag/learn/pbr-theory
    http://www.marmoset.co/toolbag/learn/pbr-practice

    Maybe you already know this and are putting it into practice elsewhere, but I figured I'd mention it.
  • Buchananball
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    Buchananball polycounter lvl 6
    BagelHero wrote: »
    Whoa hey there. Don't use the specular input if this is UE4-- what effect are you aiming to get with that?
    Because the spec doesn't do what legacy spec does. UE4 uses the Metalness workflow, so you want a combination of metalness and roughness to better describe what spec used to do. You don't want to touch the spec slot probably.

    http://www.marmoset.co/toolbag/learn/pbr-theory
    http://www.marmoset.co/toolbag/learn/pbr-practice

    Maybe you already know this and are putting it into practice elsewhere, but I figured I'd mention it.

    Thanks for the info man! We hadn't really gone over PBR yet so this is really helpful, thank you! I'm now using the combo of metal+roughness like you suggested to get a better result :)
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