LATEST UPDATE:
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Been having a lot of fun on this one.
I am at the point now where I plan to go through every asset and add a lot more detail. Some pieces do have that detail but I feel like I can push it more so.
The concept was done by
Vanja TodoricI really need as much feedback as possible. I'm currently unemployed and wanting to finally add a cool environment to my portfolio. I need to push myself and for next few months every waking hour will be on this project and every project after until I get a job (I will start applying again once I have something new on my portfolio...aka...this)
So any feedback is really encouraged, dont hold back.
Thank you.
Replies
It looks like you're off to a really good start, pretty accurate proportions. It's hard to tell because the scene is so dark, but the textures might be too contast-y. Brighten up the scene a bit. Some light fog and more of a blue tint overall would probably help as well. Look forward to seeing more!
Thanks for the compliments and yeah you're totally right that its bit dark! Yeah i'll look into fog too.
Thanks again!
No light for now just trying to get the textures the way I want.
Maybe I'll give it all an other once over, i'm still not 100% happy but maybe its just getting distracted comparing with other handpainted texture styles and approaches. The concept has very subtle painted detail so I think its a case of making my approach convincing and not 'un-finished' or 'under done'.
Any crit as always is strongly encouraged.
Thank you.
Not sure what I'll do tomorrow, maybe move to an other asset but keep going back and adding more detail if I can without smothering the textures.
Again any crit would be appreciated .
Also try to get that god ray in there, there is an example blueprint in Unreal Engine content examples (under blueprints) but that goes through quite a lot of code.
I would say just add a simple plane mesh with some strokes as a texture.
Also I think the light you got currently in your scene is going more to the green spectrum then the bright cyan color that's coming through the window.
As for any other feedback we need to see some more of your scene first I think, because the screenshot above does not give an accurate representation of your progress I think.
If you need any help let me know
But looking through your portfolio really quick got me thinking that you got it all handles.
Keep it up!
Yeah I totally agree its going more green so i'll push it more to that cyan that you've mentioned.
I guess just looking at the first shot I posted gives you an idea but I'm going over all the textures now and I think its easier to maybe assess new without the old in the same scene.
I will most probably post an update later but will only have some updated progress on the floor, the new lighting, and new candles
I have a slight handle on things, this is the most texturing I have ever done (wood texturing too!) and modelling I have done for just one project. I thought it was about time to 1) do an environment and 2) make a bigger and hopefully more impressive project than I have ever done.
Lets say every texture in the room is completely new compared to what has been shown before. I feel like I've gotten the floor at least a bit closer to what I hoped. Something are yet to be texture, either in black or just block colour. You may notice that there isn't all the candles and maybe a few other details (papers ect) and that will added soon.
Crit again would be appreciated.
Thank you.
But i like where it is going i am looking forward to see where you take this
Thanks for the compliments and comments, muchly appreciated.
I have been messing around in photoshop just getting an idea of how I can change the lighting. I've messed around with the setting for the past hour or so maybe later i'll post I've done or maybe just compare with the last update and see how it looks.
feel free to ask any questions man, no such thing as a dumb question
*removed second uv channel, now to just get the shadows playing nice!
On the left you see a skylight value of 2.7~ but with no cube map and on the right you see the same value with a cubemap.
There is only 1 direction light in this scene casting the really hard shadow that you see.
I hope this helps
I feel like I'm getting close to the end but I don't think the piece is packing as much of a punch as I want so I plan to just keep digging away at the textures until they punch people in the face.
Any crit then please shout, don't be afraid of making me cry!
Do you have anything to say about the textures or was the lighting the only concern you have?
again like always just shout if you see something good, wrong or worth changing!
Thank you!
Looking good with the new lighting. Here are a couple things you can do to match the concept more:
A lot of what you've mentioned it on my list, the red box for instance is lacking detail because I hadn't textured it yet but its all done now
I have pushed the wood textures a bit more, so maybe I'll wait till the next update I post and if you think they still need more then I'll post some flats.
Not sure how to change the focal length in UE4 with the perspective camera.
I will totally push the textures for Mr Ginger same goes with paper!
The plan was always to add flames on the candles and was apart of my last tweaks as well as some extra assets that will populate the scene a bit more behind the camera.
Thanks again for the feedback!
It's in the drop down menu next to the perspective view button: "Field of VIew (H)". But in your case it probably makes more sense to add a camera actor to the scene and set it that way.
I really don't think I'm that far away from finishing. I really would like to have this done by the Friday morning so I can go on holiday and come back with a clean slate and start the next project!
I need to really post an update of behind the camera so you can see the textures of the door and other goodies. Maybe in a bit.
Feedback again is greatly appreciated, make me cry.
I still would like some crit, like what I could have done better and what I can improve on for the next environment?
Thanks for all the crit that led to this outcome.