[UE4] Resident evil style scene

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  • B.O.W.
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    B.O.W. polycounter lvl 2
    Martoon said:
    Really great progress, the lighting is working well to show the material definition. I can see some Rococo style furniture fitting into this scene. Looking forward to seeing more!
    I'm currently working on the structure of the scene. Furniture model will be added later.
  • B.O.W.
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    B.O.W. polycounter lvl 2
    Newly completed walls. ;) Improved partial illumination,Better foil atmosphere.


  • cyborgguineapig
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    cyborgguineapig polycounter lvl 10
  • B.O.W.
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    B.O.W. polycounter lvl 2
    looks sweet
    I adjusted the roughness details of some of the objects.
  • B.O.W.
  • B.O.W.
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    B.O.W. polycounter lvl 2
    The first floor of the model structure and the texture is being produced.
  • B.O.W.
  • Pav3d
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    Pav3d greentooth
    Looking great, very resi! Maybe tone down the white haze or bloom overlay a bit? Very nice wood materials.
  • JLHGameArt
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    JLHGameArt polycounter lvl 5
    You've really captured the feel from the first Resi game, and I love it. That game terrified me as a kid, that zombie turned around at the start of the game and I noped straight out of there.

    My only suggestion is that some of the normals on the edges of the panels look a bit noisy. Trying to think of how they would get that badly dented and worn that far up the wall as it's not an area that would see much wear and tear. Just nit picking mostly. Could be solved just by toning down the intensity of those normals. 

    Only other thing I can spot in the image above this is the roughness on the marble on the right column looks wrong, it's reading more like plastic to me than marble.

    Good stuff!
  • B.O.W.
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    B.O.W. polycounter lvl 2
    You've really captured the feel from the first Resi game, and I love it. That game terrified me as a kid, that zombie turned around at the start of the game and I noped straight out of there.

    My only suggestion is that some of the normals on the edges of the panels look a bit noisy. Trying to think of how they would get that badly dented and worn that far up the wall as it's not an area that would see much wear and tear. Just nit picking mostly. Could be solved just by toning down the intensity of those normals. 

    Only other thing I can spot in the image above this is the roughness on the marble on the right column looks wrong, it's reading more like plastic to me than marble.

    Good stuff!

    Thank you very much for your advice. I will continue to modify these textures. Your suggestion is great!
  • B.O.W.
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    B.O.W. polycounter lvl 2
    You've really captured the feel from the first Resi game, and I love it. That game terrified me as a kid, that zombie turned around at the start of the game and I noped straight out of there.

    My only suggestion is that some of the normals on the edges of the panels look a bit noisy. Trying to think of how they would get that badly dented and worn that far up the wall as it's not an area that would see much wear and tear. Just nit picking mostly. Could be solved just by toning down the intensity of those normals. 

    Only other thing I can spot in the image above this is the roughness on the marble on the right column looks wrong, it's reading more like plastic to me than marble.

    Good stuff!
    The edge of the damage effect of the norm I will do some weaker processing. As for the roughness of marble, I have not thought of a good way to modify.
  • JLHGameArt
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    JLHGameArt polycounter lvl 5
    B.O.W. said:
    The edge of the damage effect of the norm I will do some weaker processing. As for the roughness of marble, I have not thought of a good way to modify.
    Maybe add some break up to the roughness. Right now it's just smooth, maybe making it more rough where the veins in the marble are will give a better effect? The main problem I see is that it's really really smooth which you could break up by giving the impression of cracks and defects in the marble. It doesn't need to be very strong, just subtle enough to be noticeable if you look at it.
  • B.O.W.
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    B.O.W. polycounter lvl 2
    B.O.W. said:
    The edge of the damage effect of the norm I will do some weaker processing. As for the roughness of marble, I have not thought of a good way to modify.
    Maybe add some break up to the roughness. Right now it's just smooth, maybe making it more rough where the veins in the marble are will give a better effect? The main problem I see is that it's really really smooth which you could break up by giving the impression of cracks and defects in the marble. It doesn't need to be very strong, just subtle enough to be noticeable if you look at it.
    Some modifications to the marble material.


  • JLHGameArt
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    JLHGameArt polycounter lvl 5
    I think now the problem may be the lighting here, can you show where you have placed the lights in this shot? I only ask because those highlights on the marble seem very strong and look a bit weird, and I can't tell if it's because you've got a light right up against it or if it's a reflection. Have you put in reflection probes?

    Looking at the highlight on this image of a polished marble column show's it's quite tight but these are obviously kept clean, so I guess the question is do you want your marble to look like it's been polished or do you want to dull it down a bit so it seems dusty.

  • B.O.W.
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    B.O.W. polycounter lvl 2
    I think now the problem may be the lighting here, can you show where you have placed the lights in this shot? I only ask because those highlights on the marble seem very strong and look a bit weird, and I can't tell if it's because you've got a light right up against it or if it's a reflection. Have you put in reflection probes?

    Looking at the highlight on this image of a polished marble column show's it's quite tight but these are obviously kept clean, so I guess the question is do you want your marble to look like it's been polished or do you want to dull it down a bit so it seems dusty.

    I want to make it look a bit dusty, so add some dust layers. ;)
  • B.O.W.
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    B.O.W. polycounter lvl 2
    I think now the problem may be the lighting here, can you show where you have placed the lights in this shot? I only ask because those highlights on the marble seem very strong and look a bit weird, and I can't tell if it's because you've got a light right up against it or if it's a reflection. Have you put in reflection probes?

    Looking at the highlight on this image of a polished marble column show's it's quite tight but these are obviously kept clean, so I guess the question is do you want your marble to look like it's been polished or do you want to dull it down a bit so it seems dusty.

    I have added the reflection capture,Capture accuracy is 128.Perhaps the reason for the accuracy of the reflection capture?
  • B.O.W.
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    B.O.W. polycounter lvl 2
    The structure of the second floor
  • Handwiches
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    Handwiches Polycount Sponsor
    This is looking incredible. I've been a huge fan of Resident Evil forever. I'm stark white lighting, personally, I think it provides a nice unsettling atmosphere. Excited to see your progress.
  • charlyxxx
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    charlyxxx polycounter lvl 5
    Awesome progress! I'm a big fan of RE and I like what you do!!! Keep going!
  • B.O.W.
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    B.O.W. polycounter lvl 2
    charlyxxx said:
    Awesome progress! I'm a big fan of RE and I like what you do!!! Keep going!

  • B.O.W.
  • NateMasterFlash
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    NateMasterFlash polycounter lvl 6
    Loving the atmosphere.  Great work so far.
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  • ZacD
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    ZacD polycounter lvl 7
    Looks great, the grey look works better in video than it does in static images. Are you going to try the new atmospheric fog in 4.16? Would probably add to the atmosphere. 
  • B.O.W.
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    B.O.W. polycounter lvl 2
    ZacD said:
    Looks great, the grey look works better in video than it does in static images. Are you going to try the new atmospheric fog in 4.16? Would probably add to the atmosphere. 
    Yes, I will be updated in the 4.16 version of the official version of the test today I 4.16 volume fog effect is great!
  • Xelar
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    Xelar polycounter lvl 2
    The detailing of the room is impeccable! I know how much hard work it is to do baroque detailling like that.
    One thing that jumped out at me is the heavy postprocessing. I know the sort of low-contrast look is part of the Resindent evil aesthetic but it's almost like you're looking through milky glass, which makes the scene look very flat. Atleast the objects closer to the camera should have darker shadows than the ones in the distance.
    Presentation-wise I would also not use the standard UE4 character because it contrasts too much with the level. Maybe zoom out the camera a bit and change the material to something darker with high roughness.
  • B.O.W.
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    B.O.W. polycounter lvl 2
    Xelar said:
    The detailing of the room is impeccable! I know how much hard work it is to do baroque detailling like that.
    One thing that jumped out at me is the heavy postprocessing. I know the sort of low-contrast look is part of the Resindent evil aesthetic but it's almost like you're looking through milky glass, which makes the scene look very flat. Atleast the objects closer to the camera should have darker shadows than the ones in the distance.
    Presentation-wise I would also not use the standard UE4 character because it contrasts too much with the level. Maybe zoom out the camera a bit and change the material to something darker with high roughness.

    Oh, I encountered some color contrast in the 4.15 problem, the screen gray because my monitor is not caused by the correct contrast, and 4.15 comes with HDR dynamic output (need to monitor support) on the ordinary display bug, that is the screen Dark will be very dark. These questions will be fixed in the new version of the engine. I am very grateful to you for your technical advice. ;)
  • B.O.W.
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    B.O.W. polycounter lvl 2
    Door on the first floor.

  • Filipe
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    Filipe vertex
    This is turning out great. Can't wait to see more.
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