Got my hands on UE4 a little while back and started playing around with it as well as
DDO +
NDO. It's still very WIP, and it's based on a concept by Baron Tieri. Will keep this thread updated as I progress.
Any feedback and critisism is grealy appreciated!
I'm finally calling this scene done! Thank you all kindly for all your feedback and encouraging words. You've really helped keep me motivated and inspired throughout this project. Really, HUGELY appreciated!
[ame="
http://www.youtube.com/watch?v=tjTQwZRUfb8"]Quixel Suite - Deus Ex Environment - YouTube[/ame]
Thanks again!
LATESTORIGINAL
Cheers!
Replies
So good Wiktor! You make this stuff look too easy.
Some of the panels on the wall have little indents in the normal but it just looks like the wall is just stamp pressed for no reason what so ever... are they suppose to be panel breaks or electrical access panels?
Why is there a random orange bit on one of the pipes in the centre column?
There door looks like it has never opened...
The whole room looks like it has never been used as there is no scratches or dints where carts or any other equipment might have been transported.
the ground normal is very noisy and making it look like it might be wet.
Apart from those things and probably some others I have missed, material definition is spot on... usually is when using DDO especially the new one.
I like the design, and the normal work apart from the mentioned is awesome.
Also dat orange wall!
I've got to be honest here, although the execution of this stuff is pretty solid, the actual content and concept here is very, very generic and safe.
Random meaningless numbering/markings? Check.
Metal pipes in the walls? Check.
Dirt/grime/wear to add "visual interest"? Check.
Half chevron hazard markings? Check.
It kinda reminds me of HP and PhilipK's piece in the Polycount Showcase in the sense that it just screams "comfort zone". Not just in terms of the artist who made it, in terms of our industry as a whole.
(would be interested in seeing the concept btw!)
To paraphrase Adam's post in that thread ....
That is exactly how I feel about this. It's not bad, but it's nothing new.
If you want you can view it here: http://www.twitch.tv/disting_
Cheers!
I'm a big fan of the shine too.
I do agree with marks, though; this design is a little typical. The execution isn't typical, though. It's beautiful. But the design I've seen a hundred times, maybe less, maybe more.
Though I think the scene could benefit from pulling the material types a bit further apart. The wall & ceiling right now read as a sort of bare metal which makes all the elements in the scene blend together a bit.
Right now I feel every part of the shot is drawing my attention. Maybe going for a bit more matt-coated wall paneling or less shiny finish on some of the elements would help.
I tried to find the concept piece, it seems he did it the other way around most of the hallway is fairly matt finished, broken up with some shiny metal parts that pop nicely. (assuming I found the right one)
Looking forward to seeing more.
Critique: The concept art might be a bit bland, but I feel like the artist did an OK job at blending corners and avoiding sharp perpendicular angles, unlike your modular piece with the 04 on it when it meets the floor. Personally I would probably go with the orange bench from the bottom concept art just because it's the easiest solution..
edit: oops looks like you have already done that, silly me
Not really, it should be fine. A large goal of UE4 on the high end is to be able to support reflections.
I'd say it looks solid, if a little like all the bloom from 2005-2006, where every artist found they could use it and went nuts with it just because they could.
This feels a little like "hey look there's proper reflections now, everything is chrome in the future!"
My only sugestion would be to make some of the walls like in the concept. Like, this sort of beige painted metal. And leave the big door and other bits like you have now. The contrast would be quite cool I reckon.
Most of you are worried about the fact that most things are highly reflective, and I totally understand that - and I agree. Got kinda carried away by the shiny! I've made sure to tone it down on a lot of surfaces and made the general surfaces a bit more like in the concept.
@JoshVanZuylen: Thanks a bunch for all the crits and suggestions. Will definitely try and apply it!
@ZacD: I'll do my best to convey the setting and story from now on! Just wanted to get most of the modules modeled and baked with a quick texture pass on them before I moved on to that - but I agree, it's sorely needed!
@Wildstyle: Thanks a lot! I've adjusted the reflectance values quite a bit - hopefully it's better now.
@Bedrock: Good catch on the corners and how the pieces meet up! I've thought about making a couple more floor tiles that blend together better with the wall tiles. Cheers!
Here's the scene in its current state:
Thanks a bunch, again!
Are you using tiling textures for everything or is some of the stuff uniquely unwrapped?
Metallic Sci-fi is sexy again. I saw some of the (recorded) stream - this is inspirational stuff.
Only thing to crit would be the noticeable repeat of the scratches in the left of the shot.
Even so, saved to inspiration folder/quietly sobbing in awe.. I'm curious though - and this ties in to another thread in Tech Talk about speculars and PBR - how much guesswork and adjusting values is required versus picking "correct" values for one's textures?
^ THIS
Tbh I'd love to see more material variation, right now it kind of looks like a tech demo for reflective metal surfaces :P The lighting could also use some more gradients/contrast (just like in the concept).
I wanna lick it. :poly124:
Quite lovely aside from that little tidbit
Also, this scene needs a little cleaning bot with a distraught looking 'face'
@Count Vader: Most things are unique and baked, and only a handful things are using tiled textures.
@Xaragoth: Yeah, I agree about the floor. Considering redoing it. Oh, and yeah.. I should definitely make a bot like that. I made a Dyson vacuum for now. ^^
Here's where I'm at now:
I will definitely consider making a detailed breakdown once I'm done.
Also feels way overcontrasted in comparison to the original, no?
Also, what are you doing for lighting? I'm trying to learn UE4 right now and have a feeling I'm missing some crucial steps getting my lighting to look as good as what I've been seeing in recent UE4 threads/pieces on here.
@WarrenM: Thanks man! Glad someone noticed them. ^^
Worked a bit on my master material tonight and ended up adding some blends and switches. Pretty darn happy with how it turned out. This is a blended specular map. Will keep experimenting.
They removed emissive affecting lightmass for UE4. Looks awesome Disting! Wonder if you used Halo 4 for any reference?
These last three shots are georgous!
So happy you guys like it! =D