City 17 Apartment/Stairwell - UE4

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polycounter
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PogoP polycounter
'Edit - Download the scene in UE4 here!'

Hey all!

Not posted up a new thread in ages.. Been super busy with work and not really had a great deal of time to work on anything really. However, over the past few months I've been coming back to this one particular scene, which is a re-creation of a small section of HL2 in UE4.

I've chosen one of the apartment stairwells to re-make, primarily just because I wanted to try making a small environment getting out of my usual sci-fi comfort zone, and I want to attempt to make a scene entirely using Substance Designer and Painter. I'm also going to expand this scene into an exterior too as that will be good fun! I'm not giving myself any time limit on this scene, I just want to have fun with it in my spare time.

So far, I've only used Photoshop for a few little decals on the paint cans and fizzy drink cans. Everything here so far has been textured in Designer so far. However, I've started to use Painter and I'm thinking of switching my material library over to Painter to start getting some more unique detail in there!

Anyway, here's my plan for what's left:
  • Block-out exterior. I have started on the Attic section, but I want to expand on this and create an exterior including a City 17 vista and streets down below. Lots to do for this!
  • So far I've only been blocking out materials and only really started on creating props. I want to add a little more unique detail such as plaster decals, paint decals and just generally break up the surfaces a bit more.
  • Make loads more props for the interior! Cardboard boxes, carpets, rugs, more junk such as takeaways boxes, trash, newspapers etc.
  • More HL2-specific stuff. I've got the basics in and next I want to re-create some Combine posters and eventually, get more Combine machinery in this scene.

Edit - Latest and final screenshots!

https://www.artstation.com/artwork/city-17-stairwell-and-attic-scene-ue4

city17_final_02.jpg

city17_final_03.jpg

city17_final_04.jpg

city17_final_08.jpg

city17_final_06.jpg

city17_final_05.jpg

city17_final_09.jpg

city17_final_01.jpg

And a couple of shots showing how big this scene turned out to be in the end!

final_overall_01.jpg

final_overall_02.jpg

Replies

  • CreativeSheep
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    PogoP - Good Job, really good :)
  • atomander
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    Love your stuff! Beautiful lighting too, can't wait to see more.
  • ZacD
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    Looking amazing so far, if you had 2 combine in that scene, you could pass it off as a Half-Life 3 leak.
  • Shea
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    Looks gorgeous!

    So does everything else on your portfolio!
  • xChris
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    xChris triangle
    Subscribed to the thread, I learn a ton from you're work. This is already looking so good, can't wait for the next update!
  • Doxturtle
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    Hopefully half life 3 looks as good as this if it ever comes out, this looks amazing so far
  • remotecrab131
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    WOW, this is insanely good looking. I cannot wait for HL3.
  • kimmokaunela
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    Looking really good! Texturing work is perfect and the mood is really like in HL2.
  • RILKE
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    Great job, I love this, can't wait to see more!
  • FULGORE
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    Unless it's something up with my network here, the images seem to have run away..

    Though I did see an update in the WAYWO thread :) and I'm super jealous of the sharpness and clarity of the screenshots. Any tips RE that?
  • Generalvivi
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    I like it :)
  • Sleuthman
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    Inspiring as usual Liam, keep it up! :)
  • Kyle KR
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    Very nice indeed!
  • ed_3D
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    Super sweet! Looking forward to more
  • Deathstick
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    Deathstick polycounter
    Looks great!

    One thing I noticed is your ambient occlusion seems like it might be baked in or turned up a notch too high, especially noticeable in things like the wood plank floors and the red crate prop in image 3. I get the same feeling with the wooden trim around the doors aswell, as in it looks like it was passed through a sharpen/contrast filter just slightly too high so now the edges have a more black/white vibrancy than normal.

    Of course, these comments could be due to the technical differences in how almost all of Hl2's textures were diffuse photo-based with some subtle normals, versus going about creating them today in substance designer.
  • Amatobahn
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    All that subtle detail! Look forward to seeing the exterior portion when you get to it!
  • skyline5gtr
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    skyline5gtr dedicated polycounter
    excellent choice and looking awesome
  • konraden
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    Looks fantastic, really like the clean and more saturated look!:thumbup:
  • Mathew O
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    Mathew O polycounter
    This looks amazing and so crisp, nice work man. Are you using a sharpening post process at all, I wish I could get this definition in my scene :D
  • [HP]
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    [HP] card carrying polycounter
  • skyline5gtr
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    skyline5gtr dedicated polycounter
    So HL3 confirmed ?
  • haiddasalami
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    haiddasalami card carrying polycounter
    This account's public links are generating too much traffic and have been temporarily disabled!

    :( Remember seeing this in waywo some time back.
  • osed
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    osed spline
    oh man. I really want to see those images now :(
  • MeshModeler
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    Links disabled :(
  • PogoP
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    PogoP polycounter
    Hi all, thanks for the kind words! Really means a lot, I'm going to incorporate everyone's feedback from Facebook and here.

    Unfortunately it seems that my Dropbox account generated too much traffic and it has been temporarily blocked! I've changed the links to Imgur for now, so they should be working again! Check the original post again.

    @MatthewO - Yeah I am using a sharpen post process. However, it is a little too intense at the moment so I'm going to reduce it slightly to reduce some of the over-sharpening going on on some edges.

    @Deathstick - I think these issues stem from the post processing. I've turned it down a little now!

    Anyone want to make some Combine NPCs for me? :P

    Here's tonight's update. Had an hour or so this evening so knocked up a quick procedural poster Substance in Designer. This allows me to input a basic map and it procedurally rips it up etc. Nothing too fancy but does the job!

    4RsnVR9.jpg

    vT8Cqsr.jpg

    MoUfXRM.jpg

    Also.. Some shots from HL2 for memory's sake :D

    SdrpLeL.jpg

    ELMwDnk.jpg

    5v28XlK.jpg

    o47YUiN.jpg

    IFFRXUc.jpg

    f0sGF7q.jpg
  • Ged
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    Ged insane polycounter
    wow great work so far, brings back good memories of hl2,some of the materials are a bit plain but Im guessing you know this :) eg the white small tiles on the floor could use slight shines or reflections and normals etc?
  • rls
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    rls vertex
    awesome work, it make me want to re-playt to HL².
  • Madosho
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    Wow! The atmosphere is killer :)! Really loving the materials in this one. Awesome work :)
  • ackehallgren
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    Really nice work and stellar textures!
  • Makkon
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    Makkon card carrying polycounter
    This is very well made (your materials make me drool), and the nostalgia is kicking my teeth in. Keeping an eye on this one.
  • Gannon
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    Gannon polycounter
    Looks stellar man, one of my favorite games of all time.
  • outtoplay
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    This is really quite cool. Can you talk a bit about your Substance Designer and Painter workflow? Did you have an existing library of SD mats or create from scratch for this project? Painter for broad work or just touchups? Thanks. :)
  • stimpy77
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    It looks great, but a little too clean. Not quite dilapidated enough, especially in the attic. But I'm pickin' nits. It looks great.
  • sltrOlsson
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    sltrOlsson dedicated polycounter
    Great work, looks amazing!

    I think the walls feel slightly disconnected from the floor though. Add some dust/light grime in the corners and maybe add some scuffs and marks on the wall and give it a gradient closer to the floor. It will definitely help connect the two.

    I also think that you should make the combine posters more like paper. The damage is just random now. Or if you're not feeling the poster idea push it further to spray on stencil. It's just sorta gamy right now.

    Keep it up!
  • Toku
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    Awesome work dude, Really like the material definition in some of these shots
  • Goxy287
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    That is AMAZING! I cannot wait for it to be finished, want to compared it to original, it was such a memorable place too. Registered just for this, found out about this through Black Mesa sharing it on Facebook :). Cheers
  • amirabd2130
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    really awesome job
    love your textures and lighting :thumbup:
  • mkandersson
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    Very cool! Looks awesome
  • Shibi
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    This is so awesome man, keep it up :)
  • PogoP
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    PogoP polycounter
    Hey guys, thank you so much for the amazing feedback. Really glad you guys are liking it as much as I'm enjoying working on it.

    @Ged - Yeah those materials are looking a bit flat! That was one of the first materials and I want to go back to it, it's a little messy. I'm just blocking out all the materials at the moment, I still want to go back and add in more vertex paint variations as well as unique damage decals such as where the plaster meets the floor etc, revealing below layers.

    @Outtoplay - I will do a proper breakdown soon, but I basically have one generic material with a bunch of wear/scratch settings which I use for all my materials and I just tweak the gloss/roughness etc, then I have a wear/dirt node I plug in to get dirt on my materials. It's not exact and doesn't always work exactly how I want but it does a decent enough job to make texturing one of the quickest parts of my SD pipeline. I want to use Painter more though; my next goal is to get my generic materials into Painter.

    @Stimpy77 - Yeah I definitely want to make it look a little more dilapidated. Don't want to take it too far as this place is still lived in, but definitely want more damage/wear.

    @Strolsson - Awesome feedback, thanks for taking the time to write that up. Agreed on all points! I did want to bed the walls in a bit more with decals/vert paint. Also the Combine poster definitely needs work; it's quite basic at the moment and I rushed it. I think I only spent half an hour knocking up a quick generic poster material. I really want to have thinner paper in those rips, and then fade out to the underlying material. Shouldn't be too hard!

    So tonight I made this roof tile material in Substance. Modelled in Max quickly, but textured from scratch in Designer. This was a fun material to make and I got a couple of generic materials out of it; terracotta ceramic, and a mossy material.

    roof_tiles_01.jpg
  • PogoP
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    PogoP polycounter
    Another quick update, adding in more moss and breaking the tiles up a bit more. I want to make a really mossy version and a cleaner one so I can blend between the two. I can easily tweak the amount of moss with a slider in Substance Designer. This was quite a fun material to make!

    roof_tiles_01b.jpg
  • Zi0
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    This looks really nice!
  • sziada
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    I am really liking where you are taking this man, the textures are on point!
  • FelixAkk
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    This section of the storyline means so much to me :) drenched with atmosphere, it really captures that Orwellian dystopia of 1984. I think this is an amazing initiative, and if I had more UE4 development skills I'd certainly contribute.

    I think there's so really great potential here to build this out, from a graphical demo, adding some new parts every time, then adding some NPC's, experiment with some some simple gameplay mechanics ... perhaps some hide and seek form of guerrilla combat with the combine could do great. Less fast paced, perhaps focusing more on stealth and exploring the intimate details of the environment, so you can really enjoy and get immersed in the amazing atmosphere and graphical overhaul of this location. Put it on Greenlight and I'd certainly pay for it :)
  • FelixAkk
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    *accidentally double posted*
  • xallienx
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    Very high quality. But the original was more realistic. I think you have gone too far of your post-process.
  • PogoP
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    PogoP polycounter
    Hey guys!

    Haven't posted here in a while as I have been very busy working on this scene when I get chance. Been moving house and other stuff, but that's all out the way now so I have a bit of time to finish this up.

    I've mainly been working on a small exterior area for outside the windows just to give the scene a bit more parallax as you walk up the stairs, as well as lots more props and dressing stuff. I purposely didn't want to go overkill with props as I wanted to keep this fairly simple and as reminiscent of HL2 as possible. I've taken some liberties in areas, but in general it's pretty faithful to the original layout.

    The attic is a little more vibrant and less drab than the original HL2; I felt it would perhaps look a little boring if I did a direct 1:1 update of the original. Plus I had to change the direction of the stairs for the building to actually make any sense with my new added windows to the stairwell! Don't hurt me :)

    Just so you know, I do plan to release this scene online for people to play around with. I'm not going to release it just yet, as I would really like to get it working with Oculus Rift before I do.. So you can run around with virtual reality. Not entirely sure if its going to work, but I'll give it a good go!

    Thanks for all the kind words and feedback everyone.

    Here's a few final shots:

    city17_final_02.jpg

    city17_final_03.jpg

    city17_final_04.jpg

    city17_final_08.jpg

    city17_final_06.jpg

    city17_final_05.jpg

    city17_final_09.jpg

    city17_final_01.jpg

    And a couple of shots showing how big this scene turned out to be in the end!

    final_overall_01.jpg

    final_overall_02.jpg
  • amirabd2130
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    awesome job :thumbup:
  • rls
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    rls vertex
    indeed, great job :)
  • Turneep
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    That shot from the Stairway looking towards the Yellow Painted door is stunning. The rest is really good too but for some reason that one just sticks out for me. Really sweet work.
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