This is my first post here
, I'm starting to work on building an environment art portfolio and this is the first piece I'm working on, inspired by Ken Fairclough's concept
https://www.artstation.com/artwork/xoPOX.
I'm about half way done with the basic shapes from the concept, after that I'll do some quick tests in UE4 to review the scale, and then proceed to add some personalized details to the scene, A first idea I had was maybe making the whole right side a like a big window with either outer space and some planets, some buildings silhouettes with a lot of volumetric fog (after I figure out how that works
), or a monster's eye.
Replies
There's a few things I noticed and you should really look into these before you continue otherwise it will cause you a lot of pain.
1) Parallel lines aren't parallel
2) Some of these models resolve in a weird manner
3) Are you sure the corridor is wide enough? I think a good way to measure it is to try and get the door in (see concept). Notice the markings on the floor.. that should give you a good indication of how wide it should be. The door has a window and a handle, place a character and go from there.
4) Did you look the scale for railings up? It looks a bit higher, might be subjective. It's approximately the height of the door handle.
I see what you say about the hallway, I just wanted to get the first draft in engine to get a better sense of the scale, now that I have It does feel like it should be wider, I've adjusted the height of the rail to 100 cm. There are a lot of details that need adjusting, I'll start working on those next now that I have modeled all the main elements and can see where the intersections that don't fit are located.
https://www.artstation.com/artwork/ryPb6
https://www.artstation.com/artwork/zq2P4
I'll just tell you what I think in a few points and you'll get to decide which ones to implement.
1) Materials are all the same
You don't have any Dirt or Roughness Variation.. and if you do it's so subtle it doesn't come across.
These assets are baked down, right? Add some Roughness to Crevices/Areas where the AO is strong.
Take another look at the concept.. I can see some wet areas/puddles on the floor. Just adding interest.
2) Particles
I see steam coming up from the floor grating, I can see water dripping down. These could be cool to add.
3) Focal Point
Personally I think the emissive floor lights are catching my attention too much.. The focal point in the concept is around the door area, in yours it's actually the red on the right hand side and the glowing floor. Also because your fog is kicking in and the door area looses contrast ultimately making it less visually important.
The Floor panel lights: I'm not sure they improve or add to the scene.. it might just add a lot of noise to your image. I do prefer the gratings.
4) Red
This is probably just personal preference but I'd just very slightly decrease the saturation on that red or darken it, should give you a similar effect. It is red to the point where I feel like it gets cartoony.
5) Rocket
Make sure it's not becoming your focal point unless you want that. Push it back a little in terms of visual importance.. could be a nice background detail. (e.g. lessen the saturation, decrease its contrast in comparison to the backdrop, make it smaller, put some fog in front... lots of options)
6) Lighting
Is your lighting baked or dynamic? You might not want to do lightmap UVs.. but I'm telling you.. baked gives you vastly superior visuals. I've seen lots of people fall into that trap when doing their first scenes in Unreal 4. If you are going for baked the majority of your lights should be static. The main light sources could be stationary.
If there's a puddle it's also unlikely that the surrounding floor area is not affected at all.. it will certainly be a little wet.
I can spot quite a few areas where it's still quite low poly or it looks that way. In this day and age there's no excuse for hard edges everywhere. Either have it baked into your normals or use actual geometry and smoothing groups.
Working on lighting is probably going to improve your scene the most. Just try and separate some of the layers and improve readability of the scene. You can see it in the concept.. he's clearly put his highlights where they matter so the objects stand out from what's behind them. You don't want a flat image.
https://www.youtube.com/watch?v=lfq8MrQqko4&feature=youtu.be