Hi I am working on some fanart for my favorite game of all time and here are some WIP screenshots
the layout of the level (chapter 1 section 2) isn't very accurate and the paintings are stolen from the internet (they're temporary though) (but not anymore. because i made em now) and most of the props are just blockouts and clean materials are hard, man
I this so much, you have no idea! And clean materials are really hard, especially when so much of conventional texturing methodology encourages everyone to put wear and tear on ALL THE THINGS.
This makes me want to reconsider doing a stylized Faith model....
Looking good. I understand they might be place holders but the couches are really throwing it off for me right now. They could use some more polygons and texture work.
fantastic materials and love the lighting. Great job.
thank you! I figured that with the cleanliness of the materials not giving off a lot of visual interest by themselves, I'd have to rely heavily on the lighting to solidify the scene
good thing, too! UE4's lightmass has been treating me very well
..except for this one error! if anyone can help me out that would be really really appreciated because I'm stumped - lightmap UVs are completely unique and have a relatively high resolution density
Looking good. I understand they might be place holders but the couches are really throwing it off for me right now. They could use some more polygons and texture work.
IES profiles, layered PBR materials, SSReflections and SHLightmaps...
It's like this engine was made for another Mirrors Edge.
Looks great!
yep, when I originally planned to do this (because with the admiration I have for the game - it was only a matter of time) in Cryengine 3 to test out its LPV solution
...and just at the beginning of my planning stages, UE4 comes out! It was the perfect fit and timing
I rescued some props from the placeholder pound today:
Really liking how those props look. Wear on the trash can seems a bit too strong in contrast to its surroundings but only a minor thing.
I rarely see ultra clean environments that look realistic, so this is pretty awesome
This is beautiful and such great use of the newer tech that's come with UE4. Subbed
wait what is new that he used? looks like he is still using all the stuff that is in the previous version. Also, awesome environment! Mirrors edge has always been one of my favorite looking games.
Really pretty and takes me back. It's so nice to see how clean and simple the style and layout actually is, but how much power it still has behind that to suck you right into the game.
IES gobo is the only thing that actually looks new. Pretty sure all of this stuff could have been achieved in previous UE versions.
IES Profiles could probably be replicated fairly well with light functions as well (and maybe a point light on the contact surface to pretend light bounce..?) but UE4 does make things like setting up environment probes / materials a lot more convenient :B
although I suppose something like SS reflections and the unified specular blurring based on roughness would be the hardest to achieve in previous versions on the technical side - That's easily what impresses me the most (also the layered materials, but I haven't had a need for that yet - the materials aren't really complex enough to warrant a separation by mask)
but yes, I'm sure it's entirely possible to replicate it pretty much exactly in earlier iterations.. it'd be pretty cool to port the same environment across different engines to find out!
The lighting problem image is broken, if you can fix the image link we can take a look at that.
ah shoot... I'll try to get the image back when I get back from school, but basically what it was was that there was an unexplainable bunch of pure black shadows on the sides of a model (unexplainable being that the obvious bases are covered like overlapping lightmap UVs etc)
This is awesome!! Personally I always get an "Ikea furniture magazine" feel from ME interior environments, but that's just me! Love how you are using the new UDK 4 package, this is turning out great.
Hi so I was thinking about it and decided to switch the engine to UE3 - mostly to align closer with the original engine of Mirror's Edge.. I've canceled my subscription, got ahold of the may 2012 version of UDK (only one I could find, really), and:
here's one of the materials - I haven't tweaked the materials for the old rendering method so it looks very duct-taped and not very natural
yeah, i agree... UE3/4 comparison would be nice. really see the differences. I mean, with UE3, you can still make some extremely strong pieces that look amazing with materials and everything else, but really seeing the difference between power would be nice ^_^
Why did you cancel your subscription so soon? You could stick to it until the 18th at least (or just a couple days before the subscription renews) so you'd get the latest version you could based off your current subscription.
You get downloads for the whole month that you subscribe for, even if you unsubscribe before the end of the month. Also it's probably an april fools joke.
Replies
This makes me want to reconsider doing a stylized Faith model....
I can't wait for ME2 to come out. i Hope they don't blow it gameplay wise.
It's like this engine was made for another Mirrors Edge.
Looks great!
thank you! I figured that with the cleanliness of the materials not giving off a lot of visual interest by themselves, I'd have to rely heavily on the lighting to solidify the scene
good thing, too! UE4's lightmass has been treating me very well
..except for this one error! if anyone can help me out that would be really really appreciated because I'm stumped - lightmap UVs are completely unique and have a relatively high resolution density
thanks! the sofa's a total placeholder right now, though :x
yep, when I originally planned to do this (because with the admiration I have for the game - it was only a matter of time) in Cryengine 3 to test out its LPV solution
...and just at the beginning of my planning stages, UE4 comes out! It was the perfect fit and timing
I rescued some props from the placeholder pound today:
I rarely see ultra clean environments that look realistic, so this is pretty awesome
wait what is new that he used? looks like he is still using all the stuff that is in the previous version. Also, awesome environment! Mirrors edge has always been one of my favorite looking games.
Screen space reflections, reflection environment, PBR materials, IES profiles for the lights, to name a few new features present here.
IES gobo is the only thing that actually looks new. Pretty sure all of this stuff could have been achieved in previous UE versions.
IES Profiles could probably be replicated fairly well with light functions as well (and maybe a point light on the contact surface to pretend light bounce..?) but UE4 does make things like setting up environment probes / materials a lot more convenient :B
although I suppose something like SS reflections and the unified specular blurring based on roughness would be the hardest to achieve in previous versions on the technical side - That's easily what impresses me the most (also the layered materials, but I haven't had a need for that yet - the materials aren't really complex enough to warrant a separation by mask)
but yes, I'm sure it's entirely possible to replicate it pretty much exactly in earlier iterations.. it'd be pretty cool to port the same environment across different engines to find out!
ah shoot... I'll try to get the image back when I get back from school, but basically what it was was that there was an unexplainable bunch of pure black shadows on the sides of a model (unexplainable being that the obvious bases are covered like overlapping lightmap UVs etc)
...and the problem - no worries if there's no fixing it, I'll probably redo it as it's looking a bit jagged in comparison
*edit - Hah fixed, totally meant Mirror's Edge : )
here's one of the materials - I haven't tweaked the materials for the old rendering method so it looks very duct-taped and not very natural
later, though
Would be awesome to see a UE3/4 comparison of your scene
Awesome work.