[UE4] Environment Art for game project: Dark Silence

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NEWEST UPDATE:

Hello, Today's update is about the end scene for the game. Location: Hospital.

I modelled and unwrapped the scene in 3ds Max.
Textured using substance designer and substance painter.



It's Still in progress and there are a few more touches I want to add to it and tweak. Mostly with the grunge decals. Adding some trash to the floor as well would be on my list of things to do. Still minor tweaks with post process and lights are needed. Here is how it looks at the moment.
Some other updates include: Shelter room has been fixed up. Now it has wooden ceiling too.

Storage cellar: Updated the ceiling.

Main menu update fly through in to the other rooms through a staircase.

Instructions room - I've reused some assets that I have made earlier for the main level to make up the menu rooms.
Options menu we decided to make into an electricity room. Makes sense. I think... :D




FIRST UPDATE:
Hello everyone, I have started working on an environment for a 3 week project me and my friend are making and I would like to share my progress through out the length of it . The scene is set at around midnight in North America at a Gas Station near a midwestern town based on a mountain road back in the early 90's.

Project description:

It’s a neo-noir psychological horror game set in the early 90’s in Mid-West America. Following jonathan as he awakes and pursues his family through the nightmares of limbo while attempting to understand where he is and what happened.

Light is the only protection you have from the darkness enveloping the world.



Here is a rough level layout we have done for the game. Brothers is a stand in name for the game at the moment. Still deciding on that.
In the demo level you'll be able to play as the big brother in the story looking for your small brother. The game is strongly influenced by Resident Evil  and Silent Hill 1&2 and will have different camera angles like in the old RE or SH games.
Now about the actual environment. I've made a quick block out and imported it in to unreal to see the scaling of the rooms and space needed.
At this point I just quickly setup the lights to get sort of the mood I was aiming for. Afterwards I drew on screenshot I took to make better shape for the front of the gas station.
Murphy's StopnGo. I'll be drawing on the top and roughing out the sillouhete of the place and concepting some more on the insides as well.

I still need to work out a lot of assets that will be coming in to the scene. Will be updating shortly.









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  • LukasG
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    LukasG vertex
    Hey, just decided to put some stuff I've done today on updating the project. Messed around a bit with the lighting trying to find the right balance for contrast.  Made a couple of ground textures today as well using substance designer. Felt a little bit more grounded for me to work on.
    Reworked the front of the station. Here are some of the shots.
    My further plans for now are to block out more props that will be going in to the game and fill some story parts within the level as well. Once all of that is done I would start making the actual assets. More posts coming up later.


  • LukasG
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    LukasG vertex
    Hey everyone, have been working quite a bit on the project the past week and I would like to share some of the progression I made with it thus far. We have been working out a lot of gameplay stuff on the side as well. The camera setup (which is similar to those that are found in the old re:1 or silent hill 1 and 2) and the flow/pace of the game etc. I was thinking of making a trailer as well to show off the project once done. I will see on that in the future.

    I have not mentioned this on the earlier posts but the game is being built in Unreal Engine 4. The texturing is being done in Substance Designer/Painter while the models are made with 3DS MAX/Zbrush.

    We now have a name for the game as well....
    Dark Silence.

    Anyway, the visual style of the game I chose is to try and fit in beetween silent hill and resident evil realms of having some dark, grungy, dirty and wet environments with a touch of some thick fog. While trying to make it as realistic as I can.

    The lighting had to be taken down a lot in order to emphasize on the lighter mechanic in the game. To make sure that the player can only barely see anything without having the light on.
    Still a bunch of work to be done, I'll be posting up another one this week.
    Thanks for having a look and any feedback is always appreciated.
  • Jakro
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    Jakro polycounter lvl 2
    Really loving the start of this! Lighting has the right mood but feels odd in places. For example the restroom doors are lit up by seemingly nothing. I would really think about putting in some props that provide some light sources. For example a vending machine that dimly lights a hallway. Or florescent lights hanging from the ceiling, most can be off but maybe a few blink or emit a some light. If you source all the light in this way it can open up options in the gameplay too, like what happens if the player accidentally shoots the vending machine? Will they be submerged in darkness and have to retreat/push to a different area?

    Hard to tell which version is the newest so I'll just say make sure the height of the gas station roof is high enough to allow trucks and busses to refuel. 
    Also the bathroom doors are mirrored which feels really strange. They're the same door in the same place so the handles should be fitted in the same way for each.

    Overall looking really awesome though, just needs more time and more stuff really. Ice cooler, tire pump, posters, cashier area, vending machines, wet floor signs, lights fixtures, magazines/newspapers, atm, firewood you sometimes see outside gas stations, drink dispenser, coffee machine, refrigerators ect ect!  :p  
  • LukasG
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    LukasG vertex
    *Image Heavy!*
    Hello Hello, been a busy week :D but I have some more stuff to show!
    Been adding some more Horror related stuff :D the game is coming along great we are slowly piecing things together. Josh Bonser who's been working with me on the project has been focusing on sound and setting up the game mechanics. It's a tight schedule for sure! But there's always room for a bit of messing around...


    Anywho, I've made a playable character and then put him through mixamo to get the rig and animations to quicken up the proccess for putting him in to the game.
    The guy's name jonathan and he's 16 year's old.
    I've made him from scratch in zbrush and retopologized for game use and at the moment he's standing tall at 37k tri's. The hair is about 16k tris right now. Will have to reduce that soon. So the actual guy mesh is 21k tris or 10.5k poly's.



    Besides the chracter I've made some doors as well for the intro sequences for every room just like in the old re:1.

    More angled door shots

    Here's an example on one of the door's opening up.


    I've made some of the assets as well that I have already imported into the engine.


    To light the lighter you have to scroll on the mousewheel down.  You should'nt stay in the darkness for too long.
    Some gif's from in game right now.

    We have made some hard camera cuts and some smooth blending one's depending on the locations to add some fluidity to the camera composition in certain areas.

    I've made a block in setup for an extra area that will come in to the game. At the moment I'm just testing out the sizes and looking at different camera angles on how to better portray the scene.

    Thanks for having a look! Sorry for a lot of images! Updates will be coming soon.






  • LukasG
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    LukasG vertex
    Hey! Decided to make another update what I've been making for the game in the past two days.
    To start off with I have updated the bathrooms. Added cubicle doors,walls, toilet, urinal (for the male bathroom ofc.), Sink, Mirror and a bin. The cubicle doors texture still needs work and some small props (like windows) to be added further on.
    I was also thinking of adding some decals on the floor and the walls for wet splatters etc. Probably a bit more breakage for the wall tile's as well and a different ceiling texture as well.
    Besides those remade an older asset that needed more work on it. model

    Added a mountain range as well and a spline tool for the road barrier.

    As well as for the road.Though it still needs major colour tweaking to blend better with the rest of the landscape.

    Blocked out the last room for the game and just took some shots from the angles that we might use inside the game.

    Probably going to do another update next week. We will see! Thanks for having a look.
  • LukasG
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    LukasG vertex
    Hey guys,
    It has been quite a busy week. We have done a bunch of stuff for the game. 
    We still have a lot of polishing left to do but it's coming together.
    Little gif of the beggining of the game. ^^

    I've been updating a bunch of areas for the game. Theese are still WIP's and need more work on it, but I still wanted to share my progress thus far. I'm taking all the shots from the newest build.  I know some of the shots are quite dark especially in some of the rooms. This is due to the way the game mechanics work, since we don't really want the player to see further ahead with no lighter on.
    Most of the places won't actually have the lights on till later on in the game.
    In this room I've just put a simple lightbulb in the moment to mimick how much will the player will see walking with the lighter on.

    This room is one of the last rooms in the game. It still needs a bunch of work since I've spent the least amount of time on this area.

    Ended up making quite a few tileable textures in substance designer! On the next update I'll probably include some of the substance setups as well.

    There is still a lot left to do but we are planning to release this as a free demo - Late January. Probably gonna do another update in a day or two and jump back on the project next month.
    Thanks for having a look.
  • LukasG
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    LukasG vertex
    Hey Guys
    I had a bit time off from the project and now I've been up and back at it again for the last couple of weeks.
    We are planning on launching the demo in march but until then there is still a lot left to do.
    I was thinking that this project would be a really nice portfolio piece for me and my teammate once we wrap the whole thing up o:)
    Okay, lets start it off with some new textures that I've been working on in substance designer.
    Screens taken in Unreal.

    I've also decided to rework the main character because how much I rushed him before hand, I don't make a lot of 3d characters so I enjoy going through the production of it and learning something new along the way when I get a chance to make one. There is a lot to learn about sculpting in zbrush and anatomy!

    One of my other goals was to make a menu scene that would take away the 'stand in' that was made beforehand. After careful consideration and idea generation this is what I came up with.



    Feedback and crit is always welcome :D
    I will be posting some more assets and textures in the upcoming couple of weeks.
    Thanks for having a look.







  • LukasG
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    LukasG vertex
    Hey guys :D
    So I've been adding some more stuff in to the scene, polishing and optimizing performance for the game.
    Lets start with lighting today. I have decided to go with stronger blues to emphasize the mood, I've been tweaking a lot of the post proccess settings to get it to about here. I feel like it still needs adjustments. Since I want the whole game to feel quite dark, I've been trying to find the best point beetween visuals and gameplay and that the two would not interfere but enhance each other. Still more adjustments need to take place.

    Besides tweaking the lights, I have as well made some trees and rocks. The Trees were almost fully made in 3ds max. While the rock has been sculpted in Zbrush, then decimated, unwrapped and put in engine for further static mesh poly optimization (Thank you Epic!).

    I have redone the sculpts for the mountains in the back as well. I did not like the shapes that I have gotten from the first ones and I wanted to improve my texturing. I've made the textures for the mountains in substance painter using mainly smart masks.


    Thanks for having a look, I'll post up more down the road.
  • LukasG
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    LukasG vertex

    Hello, Today's update is about the end scene for the game. Location: Hospital.

    I modelled and unwrapped the scene in 3ds Max.
    Textured using substance designer and substance painter.



    It's Still in progress and there are a few more touches I want to add to it and tweak. Mostly with the grunge decals. Adding some trash to the floor as well would be on my list of things to do. Still minor tweaks with post process and lights are needed. Here is how it looks at the moment.

  • LukasG
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    LukasG vertex
    Some other updates include: Shelter room has been fixed up. Now it has wooden ceiling too.

    Storage cellar: Updated the ceiling.

    Main menu update fly through in to the other rooms through a staircase.

    Instructions room - I've reused some assets that I have made earlier for the main level to make up the menu rooms.
    Options menu we decided to make into an electricity room. Makes sense. I think... :D


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