Fozwroth polycounter lvl 6

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Fozwroth
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https://www.artstation.com/artist/simonbarle

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  • Glad you like it! 
  • Thanks for the nice comments everyone!  
  • @brandv3d    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…
  • 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 woul…
  • @Daniel_Swing 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…
  • Great work here as usual! I just wrapped up this mini environment which is going to be part of a series of small dioramas of Sweden More images over in my thread: http://polycount.com/discussion/187416/ue4-swedish-countryside/p1#latest
  • 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…
  • @Millenia Thanks!  @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…
  • Could be! Inspiration is mostly from the middle of Sweden  
  • Thanks! Yeah you can do a lot with Substance! 
  • 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 …
  • Heyo!  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 ear…
  • @Sebvhe Thanks! Yeah true, but I kind of liked the idea of having a more cleared path in the middle of the image. It just came down to preference Yeah most likely there is some wonkiness in some spots but the scene and material got a bit heavy for…
  • Heyo! Killer stuff here as usual! I made a Tibetan shrine environment in UE4, bigger and more images in my thread! http://polycount.com/discussion/185183/ue4-tibetan-shrine Cheers!
  • In my experience AO doesn't do too much for simpler objects since the screen space AO is taking care of most of it anyway, what I usually do though if I feel its needed is that I can try manipulate some other map I have with a few nodes to fake an A…
  • Thanks everyone!  Yeah that way you save a texture fetch, which also saves on memory on the gpu   I kinda think the composition works, it was a way I could make it feel larger than it actually is by hinting that there are more tunnels further down…
  • Part 2 Level construction kit Here are some of the assets used in the scene. I chose to make use of displacement for this scene on my tiling materials so the geometry is very simple but pre-tessellated a bit so its easier to get good results in UE…
  • So here is a bit of a breakdown of the scene, feel free to ask any questions if anything isn't clear! The scene is textured using Substance Designer and Painter, Zbrush for sculpting and Maya for modelling.  Part 1 Lighting & Shading Here ar…
  • Thanks! So here is the video I put together for it, hope you like it! Better late than never I guess hehe... Will be posting breakdowns tomorrow as well!
  • Thanks for the kind words everyone!   I've been a bit side tracked lately with other stuff but I'm aiming to have some breakdowns and a video ready this week!  Yeah some decals on the floor could have helped break it up a bit   Thanks again!
  • Thanks for including me alongside so much great work! Really inspiring stuff
  • Thanks everyone!  Yeah small spaces are really fun to do and it keeps it from stagnating and taking forever to complete.  Yeah true Darksouls might be a bit more towards the orange hues but I kind of enjoyed the more yellowish lights, its was just…
  • Last piece of 2016!  More images in the thread, Happy new year!   http://polycount.com/discussion/181553/ue4-darksouls-style-dungeon
  • Created a video for my mini environment as well, just a shame vegetation and YouTube aren't good friends, compression fest. Not much to be done about it though so I just have to accept it  
  • Hey everyone! Something Quick I finished up over the weekend  (image removed by moderator for breaking the rules. please be considerate of download times.) Artstation link: https://www.artstation.com/artwork/3Zm8A Fullres: http://simonbarle.com/W…
  • Wow! I'm honored to be part of such a badass recap! Fantastic work everyone! ::pleased:
  • Thanks! hehe yeah it really did show up everywhere... really cool! Actually no, haha. 80lvl ask for a written piece but the rest of it was just linked from various sources but it was to my youtube account atleast  
  • Thanks man! Yeah I saw that, it has been popping up all over, insane! 
  • Thanks! Yes I will probably be doing some more fanart from both Bloodborne and Darksouls, the vistas and style is so fun to work with I think I'm going to do a mini environment of Lothric, the vista was incredible when I played that part so my fing…
  • Thanks for the kind words! Anchang-Style said: Loving the ground substances (guess it's substance), the 3dness of the floor works magic. Using Tessalation or Displacement? Yes all the tiling materials are made in Designer, yeah its using tessella…
  • Thanks everyone! MosesTheCGArtist , it all depends, in my experience the amount of tessellation the mesh has from the beginning and the size of the object too I believe factor in when it comes to how much you have yo pump up the tessellation multipl…
  • So I though I should do a bit of a breakdown of the scene as well, I'm gonna try to give a bit of insight to my process and the different assets and materials I used, its by no means any high end sculpting stuff but it did the job for me I quickl…
  • Thanks everyone for the nice comments! It made my day
  • Great work all around!  Just finished my latest piece, The Hunters Dream from Bloodborne Rendered in UE4 More images in my thread: http://polycount.com/discussion/comment/2439633#Comment_2439633
  • Heyo! Here is a little sneakpeek of what I've been cooking up lately : ] 
  • Looks great! Congrats on the release
  • Heyo! Here is what I've been working on lately   More images in my thread: http://polycount.com/discussion/163393/nordic-autumn-ue4#latest
  • Small Update, added a dead tree cluster and tweaked contrast a little. Going to focus on getting a few more assets in for more variation  
  • I'm just using Maya to build them  
  • Thanks! Yeah Im using Distancefield GI, pretty boosted because I liked the look it gave   Thanks! Hehe, well I do think foliage is fun ^^
  • A bit of an update, tweaked the lighting and started working a little on the backdrop. I also started working on a tiling birch bark texture that I will combine with a more unique base. Don't mind all the placeholder bark textures for now They will…
  • Thanks!  When it comes to the foliage I just highpoly model my branches and bake them down to textures and then apply them to planes with some shape to them. The rocks are textured in Substande Painter, I just do some masks for moss, lichen etc.  T…
  • Thanks! Still a lot to do, still trying to nail the overall picture, colors, lighting and so on. Right now its missing a little pzaz  
  • Small update Going to move on to some other terrain materials now, like dead leaves, mud and dirt/trail material. I tried getting in a bit more contrast as well in scene to make it feel a bit less washed out. I'm fighting a bit with the terrain di…
  • Started working on a rocky forest floor, need to add some dead pine needles as well Fully procedural material made in Substance Designer. I will use this together with some scatter meshes for some extra level of detail. Need to make a few more and…
  • Thanks for the kind comments guys!  I will try to do a bit of a breakdown once I'm finished and try to show my workflow I think its 4 base trees and 4 different sprout versions/smaller versions. About 8 different foliage assets, the rest of the v…
  • Its just hand-sculpted at the moment and I think it kind of works, I will add some smaller mountains in the distance with some world machine height maps that I'll convert into meshes