This is an environment I started working on in UE4 during the holidays, it's inspired mainly by roman and also renaissance architecture, with a bit of leeway to the fantasy side. Was travelling around italy in the summer and have been aching to do something like this since then. Trying to make a more modular and faster environment this time, with as few custom assets as possible (so far two texturesheets for the architecture, one for the floor, one for the rest)
Still working out the shaders, have a few more things planned so that I can get some more variety and life in them, right now its just a b/w mask on a tiling texture for everything, and no vertexpainting etc, so very placeholder. Going to work with masks alot on this enviro, because I want to keep the resolution up, and the texturememory down (also a bit of an experiment)
Still alot of assets in the blockout stage, and no assets are really complete yet, good thing with this workflow is that I can iterate on the assets and shaders pretty fast whenever I want without having to redo any work.
I am using Quixels megascan for the majority of the textures, as I start to do the blendshaders and start mixing things in I will show more, I took one shot of my current groundshader (with very temporary blending)
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i'll be watching this
divi: not all that different from a modular environment perspective really : )
@razorb: is that because you are already so smart, you feel superior when watching my stuff? : (((
Made a proper shader for my mosaics, with some blending etc. Not quite happy with the blending yet, but I have to either make a very clever blendmask, or a really ancy shader. Not sure if i can/can be bothered to do either of them... hmmm. Also started working on the pillars I will be using just about everywhere, a quick shot of the current lowpoly in modo. Next up is the capital for the pillars, which will be fun fun fun to model/sculpt/design. And before anyone mentions it, the pillars are not tapered, because they are modular, so I will do the tapering in the corresponding lowpoly instead
i am curious as to what quixel megascan is, never heard of it/them/him/her before.
spot the hidden swastika in ya tiles!
http://quixel.se/megascans/
i found this and it lets you sign up, for whatever it is...
Are the MegaScans like... super res phototextures?
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This post explains what it is: http://www.polycount.com/forum/showpost.php?p=1846738&postcount=8
Looking forward to more.
Cool, just as I was starting to get good at texturing it has been rendered obsolete haha
"Megascan is something we have been cooking up for awhile @ Quixel. It is a full physically based texture service where you can download textures that are fully physically based and scanned from the actual surface and then tiled and outputted with every map you would need. The service would work similar to how cgtextures works now. We will post more information about it soon and hope to release it to the public as well soon."
The mosaic is not megascan though, its handmade, but the dirt I' blending in etc is megascan.
Razorb: I work on wolfenstein, I am an expert at finding swastikas in everything now, haha : D
Bek: the seams are just lowrez tesselation, with higher tesselation factors it looks pretty much perfect, since the heightmap is scanned aswell ^^
Also iterated a bit more on the placeholders and tried to sort out some problematic areas. a bit more. Enviroshot is from the entrance to the gardens which is the start of the environment
Also, how does one get a license for UE4? Of course you work with the guys producing tools for games, so that makes sense. But I heard that they gave trial licenses out to people on UDN, however I never got an invite.
Afaik most active members on the UDK forums got the UE 4 SDK, at least.
Added some more proper pathways, still very basic shading, need to add some vertexpainting to the shader soon so I can start to give some more life to the surfaces : ) Also redesigned the garden a bit, so that the shapes match up better and don't clash as much. Will have to take some proper shots of the layout once I have sorted out the most glaring missing stuff.
Tobbo: cheers! Yeah UE4 is pretty sweet.
I'm sure they gave it to him based off his work in UDK ( http://www.youtube.com/watch?v=Il2PNEGFX7U&feature=player_detailpage#t=2 )
Hot damn.
I never heard of Quixel before, their scanning tool look amazing... o_O It seems that texturing skills will be obsolete after that... wow.
http://eat3d.com/free/vertex_painting
Bloom is a bit crazy yeah, still fiddling around with this whole HDR business ^^
Finally got some more time to sit with this, made some basic columns, still needs textures/shaders.