Hello everyone, I though I would post some of my recent work. Its start of a series of environments I will make with a Swedish theme.
This one is kind of a mashup of the different elements of the countryside when I think of it, some of the signage and fields, pine trees and so on Still tweaking colors a bit since its really difficult to get the greens to read as intended on all kind of screens and platforms so any suggestions/observations are welcomed but overall it is finished and I'm moving on to the next one
Fully dynamic lighting and GI, created using Maya, Some Zbrush and Substance Designer/Painter
I made some tweaks tonight with the colors and tried to get a bit of contrast back into the images in the shadows as well as tweaking some smaller stuff that was bugging me
If anyone have any thoughts or comments on the colors I'm all ears! Bugging me that I'm getting so different results depending on where I'm looking at them.
Feels very uniform and tiled. I can see the same tree trunks, and the same grass, and the same flower, and the same giant fluffy marrshmallow, err, wrapped haybale tiled over and over and over again. Really need some variation in there.
I'd also suggest a dramatic change in lighting. A misty storm, sunset, a spooky night, something other than an almost cloudless noon day that feel very low contrast. Even just adjusting the post processing and etc. for the current scene could make it a lot better, making the sunlight a bit warmer, shadows a bit cooler, brightening up the sky and sun EG:
All good points! I don't mind the simplicity of it that much but yeah it could do with an additional tree model, and the scattering of the flowers could probably be improved some.
This is the first one in a series of mini environments and for this one I kind of wanted it to be daylight since its always dramatic lighting that is the subject, even though I wary of the risk of a daytime setting The next one is going to be a field of oats maybe a shed and some electricity lines swooping over it with sunset lighting. Will be expanding the biome kit a bit for that one so some of that will probably be integrated back into this one!
Just a minor nitpick, but aren't the rolled up hay bales usually moved somewhere from the middle of the field? They look like they've just been rolled up due to their position, yet the field doesn't look like it has been cut yet.
@Xendance Well I've seen all variants of where people put them, some stack them some leave them as they are they were mostly just added since a lot of people gave feedback on that to make it feel like the countryside to drop some of those around the smaller fields. I just places them from how I memorized seeing them while driving around
The pine trees are just a 2 substance materials with a pre painted vertex color mask in Maya to mask them to the tom and them bottom. The leaf texture is a baked highpoly branch atlas I built in Maya and then baked in Substance Designer. The tree itself is just assembled in Maya
I took some of the feedback and applied it to the scene, just to try to squeeze out that little extra Added an additional tree model to change it up slightly, moved some stuff around, tweak all my foliage and grass shaders a little, flipped some of the hay bales just because why not, I kinda liked it with some of the flipped(those darn kids!) also made the sun a little warmer and cooled the shadow a little in post.
I'm pretty happy where things are at, there are always stuff to improve and fix but I think its time to move on to the next one
Everything is looking really good (as usual), love the potato sign! The three things that strikes me as odd is that there's no gravel on the road and no ditches along the sides, as well as the color of the M-sign (it's usually very dark-blue, almost black).
Looks very real! The foliage tiling looks better - but I still feel like it looks as if some of the plants were planted in rows. Perhaps some mesh silhouette and size diversity would help?
Also, in this shot the shadowed colour of the plants seems too bright compared to the difference in the ground texture values. Maybe the SS values are a bit high.
Ah but I see that you're finished!
The colours and lighting are very fresh and real.
Big fan of your work Fozwroth. Keen to see some video shots!
Thanks! I there is some gravel on the road but it might not show as strong maybe, I could test to lower to opacity of the road spline a little but I was going more for a densely packed dirt road something like below but with grass in the middle.
Thank you! Yeah I've struggled a bit with how Unreal tiles procedural grass elements for the flowers, but maybe I could do some adjustments to the mesh itself to better hide the issue
Yes there is a bit of a mismatch due to the real time GI, it doesn't include the terrain unfortunately (as far as I'm aware) its one of the draws backs to it but overall I prefer to work that way rather than baking when it comes to nature scenes. It can usually be hidden away a bit by covering the terrain with scattering meshes that do get affected to make it less apparent, I can have quick look while setting up the video!
Have you tried using a Light Propegation Volume to simulate GI? I've got it in my current WIP dynamic outdoor scene and it works quite nicely. You should disable the standard GI when you enable it
Yup! its using LVP but as far as I know it has its limits when it comes to terrain as that specific feature was dropped from the engine. Might be wrong though I could of course lower the SSS a little but its a bit of a double edged sword as it would lower the nice looking scattering towards the sun.
I can do some fiddling tonight as I'm setting up my cameras for the video and see if anything nice comes out of it!
First off, awesome work. This is Unreal. Is this in unreal? if it is you should put this on the unreal marketplace. How many years of foliage experience do you have?
Oh what a shame. I just read about its use in Fable and how it was dropped afterwards. Produces some nice results honestly - but I imagine Epic will mix up something better in time.
I understand, it's all finding a balance with features haha! Have fun
Thanks! Yeah I'm planning a little breakdown of the scene and assets
Here is the video as well, after fighting various video editing software's all day I managed to get a hold of a trial for Adobe Premier which made my life so much easier! Its not perfect but it will have to do, really time to move on now
I just got home from a weekend visit at my summer house. Aside from the blue M-signs (you're probably right about them looking different because of where/when they were made) and the lack of flack-poles (seriously, they're everywhere), it really looks like the Swedish countryside! The gravel and the ditches really came out more with some of the closer shots in the video! Really nice!
Replies
I made some tweaks tonight with the colors and tried to get a bit of contrast back into the images in the shadows as well as tweaking some smaller stuff that was bugging me
If anyone have any thoughts or comments on the colors I'm all ears! Bugging me that I'm getting so different results depending on where I'm looking at them.
I'd also suggest a dramatic change in lighting. A misty storm, sunset, a spooky night, something other than an almost cloudless noon day that feel very low contrast. Even just adjusting the post processing and etc. for the current scene could make it a lot better, making the sunlight a bit warmer, shadows a bit cooler, brightening up the sky and sun EG:
This is the first one in a series of mini environments and for this one I kind of wanted it to be daylight since its always dramatic lighting that is the subject, even though I wary of the risk of a daytime setting The next one is going to be a field of oats maybe a shed and some electricity lines swooping over it with sunset lighting.
Will be expanding the biome kit a bit for that one so some of that will probably be integrated back into this one!
http://www.vastavalo.net/albums/userpics/11816/normal_20140804ARIA215.jpg
vs
http://www.maaseuduntulevaisuus.fi/image/policy:1.72658:1460865179/vl-DorisImage-4197866.jpg?f=default&$p$f=5f946c2
How did you make the pine trees by the way?
@Xendance Well I've seen all variants of where people put them, some stack them some leave them as they are they were mostly just added since a lot of people gave feedback on that to make it feel like the countryside to drop some of those around the smaller fields. I just places them from how I memorized seeing them while driving around
The pine trees are just a 2 substance materials with a pre painted vertex color mask in Maya to mask them to the tom and them bottom. The leaf texture is a baked highpoly branch atlas I built in Maya and then baked in Substance Designer. The tree itself is just assembled in Maya
I'm pretty happy where things are at, there are always stuff to improve and fix but I think its time to move on to the next one
Let me know what you think!
The three things that strikes me as odd is that there's no gravel on the road and no ditches along the sides, as well as the color of the M-sign (it's usually very dark-blue, almost black).
Also, in this shot the shadowed colour of the plants seems too bright compared to the difference in the ground texture values. Maybe the SS values are a bit high.
Ah but I see that you're finished!
The colours and lighting are very fresh and real.
Big fan of your work Fozwroth. Keen to see some video shots!
Thanks! I there is some gravel on the road but it might not show as strong maybe, I could test to lower to opacity of the road spline a little but I was going more for a densely packed dirt road something like below but with grass in the middle.
http://3.bp.blogspot.com/-tT1EJIat31U/TgOleKidNBI/AAAAAAAAB34/sL7dFWrbWoU/s1600/GOPR0398.JPG
For the sign I think there are different ones depending on when they were made (I'm guessing) I used an image from the department of motor vehicles in Sweden as the base color with some touch ups(not the one below)
http://1.bp.blogspot.com/_nYmGbuW1pb8/TFcWPnmJ3eI/AAAAAAAAAUk/j6JdLjUvE3g/s1600/SAM_2029.JPG
There are some ditches around the road varying in depth but some of the foliage might hide them away a bit
@Tetranome
Thank you! Yeah I've struggled a bit with how Unreal tiles procedural grass elements for the flowers, but maybe I could do some adjustments to the mesh itself to better hide the issue
Yes there is a bit of a mismatch due to the real time GI, it doesn't include the terrain unfortunately (as far as I'm aware) its one of the draws backs to it but overall I prefer to work that way rather than baking when it comes to nature scenes. It can usually be hidden away a bit by covering the terrain with scattering meshes that do get affected to make it less apparent, I can have quick look while setting up the video!
Thanks again!
https://docs.unrealengine.com/latest/INT/Engine/Rendering/LightingAndShadows/LightPropagationVolumes/
I can do some fiddling tonight as I'm setting up my cameras for the video and see if anything nice comes out of it!
I understand, it's all finding a balance with features haha! Have fun
Thanks man! Yup! its UE4, maybe going to release this one but nothing is decided yet!
@Tetranome
Yeah its all a balance act! I updated the image with some new tweaks!
@ToffeeApple
Thanks! Yeah I'm planning a little breakdown of the scene and assets
Here is the video as well, after fighting various video editing software's all day I managed to get a hold of a trial for Adobe Premier which made my life so much easier! Its not perfect but it will have to do, really time to move on now
Hope you like it!
https://www.youtube.com/watch?v=ijXbStkmBdE
Love the red cottage with white corners. Feels very much.. home
The gravel and the ditches really came out more with some of the closer shots in the video!
Really nice!