Hey Polycounters,
I'm starting a new concept based upon this piece of Last Of Us concept art, I just had to do an environment on this game as I had so much fun playing it! As always I like to add my own little elements to make it slighty different from the concept but still capture the feel.
I'm going to be using Unreal Engine 4, I'm only allowed to post in-game screens, so can't show any interface
Heres the concept..
Heres where I am at the moment.. (please ignore the horrible lighting, it's just a block out
)
Mostly proxy meshes to fill the space and get used to the engine tools.
A couple of meshes that are 95%, will get new textures as it starts filling out.
Thanks!
Replies
Any chance you could tell us how you got you're hands on the UE4?
It's baked. But full real-time solution is still on the table to improve and actually make it 100% viable alternative.
As things are now, you need to bake at least some basic lighting to get things really going on.
Nonetheless, I look forward to seeing more progress. As of right now, I think the washing machines could be a bit more reflective. The FOV seems like it should be adjusted too, but the blockout overall looks like a good start. :thumbup:
@shakeyyjakeyy Unfortunately I cannot say how I got my hands on, the NDA is pretty hardcore.
@Dibbz, It's a bit of both, but i'm using lightmapping (currently may change), as I haven't had to much experience with it as a CryEngine user mostly.
@leleuxart Thanks, I've worked on my lighting and think they are a tad more acceptable!
I'm having quite a hard trouble getting the FOV in the correct angle, without it looking kinda to distorted. I'm once more stuff is in and my placing is correct i'll be able to adjust the camera later.
Latest shot before I start working on the floor pieces using meshpaint.
I can't really compare as I haven't used UDK/UE3 much previously. Sorry!
Looking good so far Michael. Since you said you don't have previous experience with lightmass, i'd suggest splitting the walls into smaller pieces for a better result.
Staying on topic, I can't wait to see where this environment goes, it's looking great so far!
Ive been working on the flooring to try and get a correct specular splatter so it's not too flat. Unfortunatly my old way of creating high rez screenshots seems to have be nerfed in the latest update
And a sculpt and the resulting normal map after some ndo2 grouting sculpting.
Next job is to create the water leak/small rubble pile textures to blend using vertex painting
Thanks!
@jacky, Thanks i'll bare that in mind when creating the proper meshes!
@Brygelsmack, Yeah it was a little rushed, i'm going to try and get all the objects in pretty roughly then tweak/remake textures as I go so everything 'sits' correctly!
Next up is to get the walls done!
If UE 4 still has quality settings for lightmass: use production settings.
I was hoping Epic would've fixed this issue for UE 4. I'm really disappointed if they haven't
Yea don't worry, I'm not blaming you :P
I have no idea what the tools are like, but in UDK the "build all" and "build lighting" menu had a lighting quality drop down menu. If it's still there, use production quality and see if the light bleeding goes away.