Worked on this scene last 2/2,5 weeks. I was trying to improve my environment modelling skills and raising the quality of my 'folio.
Scene contains approx. 34k tri's
2x 2k textures for the walls and floor
3x 1k texture for several assets
2x 512 also for several assets
1x 256 for a decal
A tileable wall texture I was working on, gave me the chance to finally experiment with the DX11 tessellation feature.
And I was kind of putting together a scene that I might get started working on. I want the scene to have a post-apocalyptic look-and-feel. Think of 'Last of Us' and Crysis 2.
Although I'm not sure exactly what it's going to be yet. So suggestions are welcome =p
Here's a small update on the new scene I'm working on, just a little blockout and experimenting with modular environment art pieces. (No lighting information is baked so that's why the ceiling is so dark).
currently I'm working on this post apocalyptic scene, finshed one of the buildings. Started trying out some ideas for the environment and creating a better atmosphere. Btw. trees are placeholders from udk.
Nice work. One thing bothers me, though. It seems like the tape on the silencer/barrel of the gun is just scaled down from the body. It still seems to have the body's contour.
@dashxero, thanks for the comment, yeah I'll see how/when I can adjust it. But I get what you mean, does look too much the same like the body's cloth.
I adjusted this model I had laying around, it's based on the concept-art of Brink. I did experiment with making faces a long time ago but never got in to the small details with the skin texture. So it was a bit challenging for me to make it look believable. I'm still not very happy with the vein on his head but I think I'm going to keep it like this for now.
The design is from Overdose, I did the modelling and tried to give it a bit of my own. I am going to work on the uv's/texturing cuz the low poly is already finished, just didn't have the time yet to do all that.
I model in Maya but I rendered it out in Max, I had this sweet render setup made in Max that I couldn't re=use in Maya. I tried several ways to re-create it in Maya but it didn't look the same. So when I have a High poly mesh I prefer to render it in Max with the setup. Besides that I also work in Zbrush.
I'm really liking the warmth of the floorboards color, particularly against that blue paint. The edge of the overhanging roof could use some more polys to avoid such a harsh, angular break. The lack of tessellation is taking away from the great detail you have elsewhere in the scene.
Here's another update for the environment, atm I'm working on some small props for the street. I'm not very satisfied with the look and feel in the environment and I'm sort of trying to figure out how I can make the scene more appealing.
I made a paintover on one of the main screenshots last night. I think this helps me a lot to find a direction I want to push the environment towards and it's a quick way to try out new ideas. I also tilted the camera a little bit so it makes the screenshot feel more dynamic.
I'm looking forward to hear from you guys what you think of this, for me the composition feels way more defined now.
Nice progress on the environment! The paintover looks very interresting.
Only the roof in the foreground looks very unfinished, especially the sharktooth ending of it looks strange. Doesn't it usually break of in a fairly straight line at the supportbeams? (might be wrong, im not really an environmental guy)
At the moment I'm working on a small desert type environment. From here I'm going to figure out what type of focal point I'll implement to make the scene look interesting. At this point I focused on getting the basics right (the dunes and the sand texture).
@ MisterSande Hey! haha, what a coincidence you found me here Do you have a portfolio?
Callesw What I did was, I made the terrain first in World Machine then imported it in UDK. (Choco from PC, if I recall his name correctly, has some great explanation on Youtube how to import your heightmap properly).
After the heightmap + normals from WM were imported, I added the small "waves" by blending it on the normalmap and on top of the base diffuse color (constant3vector).
Then I added a (sand) detail map, this texture was blending in the diffuse and the normalmap. The specularity was just the diffuse map but toned waaaaay down (not final tho).
So as you can see, it's basicly just layering several textures which creates this effect, with a small amount of textures. Oh and what I noticed in reference images was, on top of the dunes there is barely/no waviness, what I would do is, use my heightmap as a mask to blend out the wavy tileable texture.
Damn, that was a lot of explanation, hopefully it is a bit more clear for you and I'll post a screenshot of the shader system. If you still have any questions let me know!
By the way, I also tried to get the tesselation feature to work properly but it was a pain in the ass. And my pc is running like a snail when I use tesselation in DX11 in UDK, eventhough I run it in SLI. =\
Hey man, I really appreciate the explanation!
My guess was actually world machine It looks like it could be a pain in the ass to make that with the average terrain tool.
I watched the coco WM tutorials as well, and I think I'm gonna try it out real soon.
Also, awesome screenshot!:) Thanks a lot
@aaron2 Ehm, I modeled most assets in Maya and then got it in UDK and started messing around with composting the scene. This wasn't always the best option, since the scaling was a bit off in some places with the post apoca scene for example. The Sci-fi environment didn't have these issues because I used the standard Unreal unit scale.
By the way, here's a quick revisit on the tile I did last time.
This is really great. The only crit i have it, that the stones look like roots. If they would be wodden, it would be perfekt. But so it looks like natural grown stone...which is a bit uncomming i think.
here's a small project I picked up recently, I wanted to do something organic for a long time. After I thought the sculpt was okay, I took the liberty of experimenting with polypainting in Zbrush, which is pretty awesome. The fabric is mostly done with photoref but the skin is completely handpainted from scratch. The tattoo isn't really what I had in mind but I didn't want to spend too much time on that part of the process.
The low poly is rendered in UDK with DX11, so it has tessellation and subsurface scattering was pretty fun to experiment with. If someone would like to animate this, be my guest, I can provide you the files that are necessary.
Working on this sci-fi "pod", tried to get this hard surfaced bitch done in Zbrush but turned out to be very tricky. Adding the little details on the top part didn't really go well as I expected and took way more time!
Also I'm kind of stuck with the design, any suggestion or paints overs are welcome!
You did a very nice job destroying your scene
All the textures, little (damage) details, and athmosphere setup make a polished & believable scene. Love it!
Replies
Scene contains approx. 34k tri's
2x 2k textures for the walls and floor
3x 1k texture for several assets
2x 512 also for several assets
1x 256 for a decal
and a few other small textures for FX
And I was kind of putting together a scene that I might get started working on. I want the scene to have a post-apocalyptic look-and-feel. Think of 'Last of Us' and Crysis 2.
Although I'm not sure exactly what it's going to be yet. So suggestions are welcome =p
Cheers,
Rockstar
Cheers,
Cheers,
Here's a small update on the new scene I'm working on, just a little blockout and experimenting with modular environment art pieces. (No lighting information is baked so that's why the ceiling is so dark).
Cheers
currently I'm working on this post apocalyptic scene, finshed one of the buildings. Started trying out some ideas for the environment and creating a better atmosphere. Btw. trees are placeholders from udk.
Cheers,
I adjusted this model I had laying around, it's based on the concept-art of Brink. I did experiment with making faces a long time ago but never got in to the small details with the skin texture. So it was a bit challenging for me to make it look believable. I'm still not very happy with the vein on his head but I think I'm going to keep it like this for now.
cheers
also what do you work in?
keep it up, very inspirational
The design is from Overdose, I did the modelling and tried to give it a bit of my own. I am going to work on the uv's/texturing cuz the low poly is already finished, just didn't have the time yet to do all that.
I model in Maya but I rendered it out in Max, I had this sweet render setup made in Max that I couldn't re=use in Maya. I tried several ways to re-create it in Maya but it didn't look the same. So when I have a High poly mesh I prefer to render it in Max with the setup. Besides that I also work in Zbrush.
Cheers
Quick update on the scene I'm working on currently. Feedback is welcome.
Cheers
Thanks for the comment man, reason it's so blocky, is it's a BSP mesh. But I will adjust it overtime.
Another quick update.
I'm looking forward to hear from you guys what you think of this, for me the composition feels way more defined now.
Only the roof in the foreground looks very unfinished, especially the sharktooth ending of it looks strange. Doesn't it usually break of in a fairly straight line at the supportbeams? (might be wrong, im not really an environmental guy)
Some refs i found to explain what i mean,
http://news.xinhuanet.com/english/2008-12/28/xin_562120528190201500871.jpg
http://www.google.nl/imgres?start=236&um=1&hl=nl&biw=1680&bih=924&tbm=isch&tbnid=f04ZE2QhaChrVM:&imgrefurl=http://pietersbouwtechniek.com/project/164/culture/art_object_%27destroyed_building%27/%3Ftype%3Dyear&docid=MEN5MAg9t0P3DM&imgurl=http://pietersbouwtechniek.com/photo/project/164/3/art_object_%2527destroyed_building%2527_100000.jpg&w=690&h=470&ei=fCJ4UJylLuOt0QXJloCgAg&zoom=1&iact=hc&vpx=716&vpy=216&dur=1362&hovh=185&hovw=272&tx=187&ty=87&sig=111744372297120005609&page=6&tbnh=131&tbnw=175&ndsp=51&ved=1t:429,r:38,s:236,i:277
http://thewe.cc/thewe_/images_5/___/georgia_attack_/boy_destroyed_building.jpe
Looking forward to the end result!
Suggestions are welcome!
Could you perhaps explain the workflow real quick?:)
Hey! haha, what a coincidence you found me here Do you have a portfolio?
Callesw
What I did was, I made the terrain first in World Machine then imported it in UDK. (Choco from PC, if I recall his name correctly, has some great explanation on Youtube how to import your heightmap properly).
After the heightmap + normals from WM were imported, I added the small "waves" by blending it on the normalmap and on top of the base diffuse color (constant3vector).
Then I added a (sand) detail map, this texture was blending in the diffuse and the normalmap. The specularity was just the diffuse map but toned waaaaay down (not final tho).
So as you can see, it's basicly just layering several textures which creates this effect, with a small amount of textures. Oh and what I noticed in reference images was, on top of the dunes there is barely/no waviness, what I would do is, use my heightmap as a mask to blend out the wavy tileable texture.
Damn, that was a lot of explanation, hopefully it is a bit more clear for you and I'll post a screenshot of the shader system. If you still have any questions let me know!
By the way, I also tried to get the tesselation feature to work properly but it was a pain in the ass. And my pc is running like a snail when I use tesselation in DX11 in UDK, eventhough I run it in SLI. =\
My guess was actually world machine It looks like it could be a pain in the ass to make that with the average terrain tool.
I watched the coco WM tutorials as well, and I think I'm gonna try it out real soon.
Also, awesome screenshot!:) Thanks a lot
Keep rocking!
Also made a quick blog post about lighting artists, in case you're interested read it at: http://stefangroenewoud.blogspot.nl/2012/11/in-desert.html
Ehm, I modeled most assets in Maya and then got it in UDK and started messing around with composting the scene. This wasn't always the best option, since the scaling was a bit off in some places with the post apoca scene for example. The Sci-fi environment didn't have these issues because I used the standard Unreal unit scale.
By the way, here's a quick revisit on the tile I did last time.
@Callesw lol, those are roots xD
here's a small project I picked up recently, I wanted to do something organic for a long time. After I thought the sculpt was okay, I took the liberty of experimenting with polypainting in Zbrush, which is pretty awesome. The fabric is mostly done with photoref but the skin is completely handpainted from scratch. The tattoo isn't really what I had in mind but I didn't want to spend too much time on that part of the process.
The low poly is rendered in UDK with DX11, so it has tessellation and subsurface scattering was pretty fun to experiment with. If someone would like to animate this, be my guest, I can provide you the files that are necessary.
2D study
Also I'm kind of stuck with the design, any suggestion or paints overs are welcome!
Feedback is welcome!
All colors can be tweaked with just one texture e.g. with a greyscale concrete texture I can create a red/green/blue one with the same shadersetup.
I might do a scene based on this material study also all feedback is welcome!
All the textures, little (damage) details, and athmosphere setup make a polished & believable scene. Love it!