Love the updates, no doubt it is going to turn out great!
You have much more shape definition and readability now compared to the very first shot. The only thing that looks a bit strange to me at the moment is the floors in front of the door, though I can't really pinpoint why.
Thanks a lot guys! I'm about to delve into animation in UE4. I want a couple of animated things in there, for example the security camera. Been sick with the stomach flu for the last couple of days, so I haven't gotten much done. However, I did make a couple changes today which I think lifts the scene.
What do you think? Should I keep them or go back to the way it was? Mainly thinking about the replaced chrome pipe in the middle and the changed ceiling at the back of the corridor.
hehehe, its so impractical, I love it! Why is it on rails, other than looking awesome?
In one of the Blueprint examples they show a very simple graph that makes a camera follow a player once their in it's sight and within range. You could do this and RTT the camera's view and paste the video feed on one of the monitors nearby.
You could make it like one of those Deus Ex hackable terminals:
Man, Polycount needs to implement WebP or WebM for some animated image action. Keep em coming though!
@Computron: I sorta did what you suggested. Made a new floor with some grates.
Well, there's not really a reason afaik. Maybe it was cheaper to build a rail than to develop a good zoom function on the camera? Really, though, it's just because it looks awesome! I've been thinking about a monitor/terminal or something, and your idea is really cool, but I'm not sure where it'd go. It's kinda full of stuff already. =/ Really appreciate your input!
Made a new floor module. Still have the other ones, but felt I needed a more interesting one closer to the main shot.
Update on the scene! Mainly been doing tweaks and smaller changes as well as updating the lighting slightly. I also added a new floor tile!
For once I'm posting an update with more angles than the regular one. ^^
Brilliant work Disting, those materials look awesome.
Couple of crits, the blast door style bevel in the third frame doesn't make much sense, thought it was a quarantine lock at first but it doesn't seem to have a practical use.. Also where you have multiple pipes running into each other such as on the back wall you could maybe add some isolation valves. this means if there is a leak you can close the faulty pipe and keep pressure in the system.
@Toku: Yeah I know what you mean - especially if it was perceived as a blast door initially. I loved it in the concept, and I think it looks pretty darn cool so I wanna keep it though. Any suggestions as to how I could make it make more sense?
Nice! I would love to see some wireframe screenshots of the scene and a breakdown on some of the shaders you created. I'm working in UE4 as well and I'm loving it so far. Keep up the great work!
I love it !
It feels like i have some difficulties to get a good focus on something.
A bit like marks said - its a cool scifi corridor - but everything is so
bright and shiny that my eye cant focus.
Thanks guys! Really glad you like it! And I really appreciate the feedback!
I've made a test scene with new lighting, which is the part that's been bothering me the most with the scene. I tried going for a bit more of a dramatic look, which I think I achieved. Not sure if it's better though. What do you think?
@mystichobo: Yeah, I'm not entirely sure about it myself, which is why I've kept it. I might remove it though. It makes sense to have it there, which is the main reason for me keeping it. What is it about it that makes you unsure about it?
New lighting is much easier on the eyes. Now I'm able to focus more on the details, the sheer amount of vertical lines and elements to the right of the door are distracting. I guess it's a case of imagining some of it not being there unless the layout changes.
Also with the new lighting being darker, the bulkhead (with the harzard strips) just pulls my eyes away from the centre and up towards the top of the image. I then have to force myself to look to the right of the door so I can appreciate the detail between the door and the orange blastdoors.
I really really like it! Awesome material definition Keep up the good work.
One small thing, I noticed that the SSR have that freckled look (almost like dithered) which bothered me as well in my own project that I am working on.
Not sure if you tried that yet, but just type: "r.ssrquality 3" into the console command line and you will get perfectly smooth screen space reflections that will also reflect more precise than before
The gaming website Dualshockers have just published a news talking about your scene,and i thought i would ask you something : Why the hell are you so amazing ?!
Thank you all so much for the kind words and the crits! It really helps me keep going!
@Noors: Thanks a bunch for the feedback and suggestion. I kinda wanted the pipes to feel industrial as a contrast to the other stuff which is more clean. I might've made a mistake, though? I'll look into it.
@whw: Seems a lot of people have problems with the chevron stripes. I might just end up removing them. x)
@Daedalus51: Thank you so much for that suggestion! It had been bothering me a lot! Will definitely try it out!
@Fansub: Yeah I noticed the article and was pretty mindblown to say that least! O.o Thank you so much for linking!
Haven't posted many updates lately. Mainly because I've been working on the Master Material. It's quite different now, but a lot better. Generally I've been working on smaller things that aren't worth showing off in the same way as larger stuff, but I have started working on another module that I wanna show. It's still very, very WIP and has a lot of placeholder props and furniture. It's getting there though!
Replies
@OccultMonk: The first image wasn't multisampled, but the ones taken after were.
How do you enable multisampling in UE4?
Type HighResShot 4 in the console for a 4x multisample screenshot. 2 is 2x and so on.
I confirm this.
source: I've been to the future. And it's bulky
You have much more shape definition and readability now compared to the very first shot. The only thing that looks a bit strange to me at the moment is the floors in front of the door, though I can't really pinpoint why.
Oh shit, dude me too.
Oh and looks good! Now animate the door/elevator... yes...
What do you think? Should I keep them or go back to the way it was? Mainly thinking about the replaced chrome pipe in the middle and the changed ceiling at the back of the corridor.
Cheers!
Wiktor, are you going to be animating with blueprint or with DCC tools and FBX?
I think the lighting in the scene is a bit flat. Everything is almost full-bright with no shadows. theres little contrast.
Maybe do the stereotypical dark floor grate with a shadow casting light shining up through the holes thing :-P
I actually don't know if it has contact hardening SSR! Will look into it.
For the animation of the security camera I just animated groups and exported as FBX. Super-simple! I do wanna delve into Blueprints though.
The floor suggestion is actually really good - will try it out and see if it works - thanks!
@MooseCommander: All assets except for the security camera all have 1 layered material.
A super-heavy GIF of the animated security camera. ^^
Cheers!
In one of the Blueprint examples they show a very simple graph that makes a camera follow a player once their in it's sight and within range. You could do this and RTT the camera's view and paste the video feed on one of the monitors nearby.
You could make it like one of those Deus Ex hackable terminals:
Man, Polycount needs to implement WebP or WebM for some animated image action. Keep em coming though!
Well, there's not really a reason afaik. Maybe it was cheaper to build a rail than to develop a good zoom function on the camera? Really, though, it's just because it looks awesome! I've been thinking about a monitor/terminal or something, and your idea is really cool, but I'm not sure where it'd go. It's kinda full of stuff already. =/ Really appreciate your input!
Made a new floor module. Still have the other ones, but felt I needed a more interesting one closer to the main shot.
Hope you like it!
I realized I had forgot to use the image tags... edited that in. ^^
For once I'm posting an update with more angles than the regular one. ^^
Couple of crits, the blast door style bevel in the third frame doesn't make much sense, thought it was a quarantine lock at first but it doesn't seem to have a practical use.. Also where you have multiple pipes running into each other such as on the back wall you could maybe add some isolation valves. this means if there is a leak you can close the faulty pipe and keep pressure in the system.
@Toku: Yeah I know what you mean - especially if it was perceived as a blast door initially. I loved it in the concept, and I think it looks pretty darn cool so I wanna keep it though. Any suggestions as to how I could make it make more sense?
Valves are a really good idea, thank you!
It feels like i have some difficulties to get a good focus on something.
A bit like marks said - its a cool scifi corridor - but everything is so
bright and shiny that my eye cant focus.
the light here is more settled!
But I'm really not sure about that yellow hazard line on the raised part of the floor.
I've made a test scene with new lighting, which is the part that's been bothering me the most with the scene. I tried going for a bit more of a dramatic look, which I think I achieved. Not sure if it's better though. What do you think?
@mystichobo: Yeah, I'm not entirely sure about it myself, which is why I've kept it. I might remove it though. It makes sense to have it there, which is the main reason for me keeping it. What is it about it that makes you unsure about it?
I definitely like the new ver. Lightening isn't too blown out. easy on the eyes
Why engineers would make metal "coffering" (?) and not hide those ?
Also i wouldn't imagine those elecric plugs to be so... like at home.
Maybe more industrial, like this
http://img.directindustry.fr/images_di/photo-g/prises-electriques-industrielles-etanches-9284-3485345.jpg
But those mats, wow, insane.
Can't wait to play a Deadspace with that kind of shit.
Also with the new lighting being darker, the bulkhead (with the harzard strips) just pulls my eyes away from the centre and up towards the top of the image. I then have to force myself to look to the right of the door so I can appreciate the detail between the door and the orange blastdoors.
I really really like it! Awesome material definition Keep up the good work.
One small thing, I noticed that the SSR have that freckled look (almost like dithered) which bothered me as well in my own project that I am working on.
Not sure if you tried that yet, but just type: "r.ssrquality 3" into the console command line and you will get perfectly smooth screen space reflections that will also reflect more precise than before
Cheers!
The gaming website Dualshockers have just published a news talking about your scene,and i thought i would ask you something : Why the hell are you so amazing ?!
Keep up the great work !
@Noors: Thanks a bunch for the feedback and suggestion. I kinda wanted the pipes to feel industrial as a contrast to the other stuff which is more clean. I might've made a mistake, though? I'll look into it.
@whw: Seems a lot of people have problems with the chevron stripes. I might just end up removing them. x)
@Daedalus51: Thank you so much for that suggestion! It had been bothering me a lot! Will definitely try it out!
@Fansub: Yeah I noticed the article and was pretty mindblown to say that least! O.o Thank you so much for linking!
Haven't posted many updates lately. Mainly because I've been working on the Master Material. It's quite different now, but a lot better. Generally I've been working on smaller things that aren't worth showing off in the same way as larger stuff, but I have started working on another module that I wanna show. It's still very, very WIP and has a lot of placeholder props and furniture. It's getting there though!
Cheers!
I feel you.