This looks really great, love the colors
Anything specific you take inspiration from when making sci fi shapes?
Since I find it hard myself to design good patterns, so would be nice to learn from someone that does have a better grasp at it
Wiktor, any chance you could tell us a little bit about your modularity in this scene?
You seem to have pumped out that office so fast which added so much depth to the scene as a whole it's amazing work, and your turnaround speed is fantastic.
Maybe I haven't read all of the thread yet and you've discussed it a bit, and I missed it, I'll go back through, but I'd love to hear more about how you're utilizing your texture's and uv space in your workflow to accomplish this.
@Stromberg90: Glad you like it! I actually don't really know where I get my inspiration from. I love looking at architecture, both new, old and conceptual. I guess it's pretty important to look at all kinds of stuff to get a good feeling for shapes - not just scifi concepts and so on. I look a lot at IKEA furnitures and mechanical stuff like engines and stuff, then I take what I like from those. I hope that makes sense.
@Stockwell: The scene isn't very modular at all to be honest. I had a clear vision of what modules I needed to create, and I made it so that they matched up. They can be moved around, so I guess it's modular, but it wasn't intended as such. The office was created really quickly yeah, but there wasn't a lot of texturing involved there - I simply created an atlas with NDO and mapped it on the models. I created a simple node network that lets me blend in a roughness mask on that material, which makes them look a bit more used/worn. I'll be working on a breakdown now that I'm done with the scene. Stay tuned.
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!
I really want to try out the new quixel suite beta, but the only way I can find to download the beta is to pre-purchase the suite, but I already own ddo and ndo. Is there any way existing users can get access to the beta without having to re-purchase?
One question: how do you make the roughness maps in dDo? Are you just overlaying the spec/gloss in Photoshop? Or is there a setting in dDo for such? :O
Quixel also teamed up with Epic to release the scene on the Marketplace - completely free
I'm also working on a more in-depth one which I'll post shortly.
@neverwander: The beta will be an open beta, so anyone can take part in it, existing customers, new customers and everyone else.
@Fisher007: The way I created the roughness maps were very, very simple. I simply loaded one of the Megascans materials that come bundled with DDO, tweaked its reflectance values and saved it out. With the new DDO you can very easily mask and blend between different materials. I also added a "scuff map" in UE4, which you can read about in the breakdown I linked to above in this post.
Hey Disting,
I downloaded the scene this afternoon and I have to say, It is absolutely stunning. Really inspiring stuff makes me want to down a pot of coffee and work all weekend If whenever I get an artistic block Ill be opening up this scene and I cant wait to get my hands on the new DDO.
Thanks so much for releasing the breakdown as well, Ill be looking forward to your extended breakdown.
Cheers mate and great job
This scene turned out amazing dude! I cant wait to see your more in depth breakdown on how NDO/DDO were incorporated. I saw some demos of the new versions at GDC and they looked fantastic. Fantastic work!
I got a quick question regarding your usage of stationary lights. How can you have so many stationary lights overlapping? When I try that I get a red X over my lights when 4 or more overlap. Those lights with the red X turn automatically into movable lights.
I've said it once and I'll say it again. Super sweet scene, man! Keep it up!
I got a quick question regarding your usage of stationary lights. How can you have so many stationary lights overlapping? When I try that I get a red X over my lights when 4 or more overlap. Those lights with the red X turn automatically into movable lights.
I've said it once and I'll say it again. Super sweet scene, man! Keep it up!
You can only overlap up to 5 stationary lights that cast shadows, though if you look through Disting's map (especially places like the office area) you'll see all his overlapping lights have their "cast shadows" option unchecked.
You'll find more in-depth information over here in the UE4 documentation.
Unrelated: I did actually register to respond to this; long time lurker who wasn't going to register until I was going to post some stuff of my own.. but saw no-one had replied to you so I thought I'd help you out
Replies
an HTML5 published scene would be killer, and I think 4.1 lets you do that now if you got the right cross-compiler toolchain.
I'll definitely look into how to publish for HTML5, Computron. Would be pretty awesome.
Worked a bit more on the office. Hope you like it!
Cheers!
Anything specific you take inspiration from when making sci fi shapes?
Since I find it hard myself to design good patterns, so would be nice to learn from someone that does have a better grasp at it
You seem to have pumped out that office so fast which added so much depth to the scene as a whole it's amazing work, and your turnaround speed is fantastic.
Maybe I haven't read all of the thread yet and you've discussed it a bit, and I missed it, I'll go back through, but I'd love to hear more about how you're utilizing your texture's and uv space in your workflow to accomplish this.
Breakdown plz?
@Stromberg90: Glad you like it! I actually don't really know where I get my inspiration from. I love looking at architecture, both new, old and conceptual. I guess it's pretty important to look at all kinds of stuff to get a good feeling for shapes - not just scifi concepts and so on. I look a lot at IKEA furnitures and mechanical stuff like engines and stuff, then I take what I like from those. I hope that makes sense.
@Stockwell: The scene isn't very modular at all to be honest. I had a clear vision of what modules I needed to create, and I made it so that they matched up. They can be moved around, so I guess it's modular, but it wasn't intended as such. The office was created really quickly yeah, but there wasn't a lot of texturing involved there - I simply created an atlas with NDO and mapped it on the models. I created a simple node network that lets me blend in a roughness mask on that material, which makes them look a bit more used/worn. I'll be working on a breakdown now that I'm done with the scene. Stay tuned.
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!
Sci-fi Ikea
Stay tuned for a breakdown!
On that note...
GIVE US BETA
really looking forward to some breakdown, cant wait!
One question: how do you make the roughness maps in dDo? Are you just overlaying the spec/gloss in Photoshop? Or is there a setting in dDo for such? :O
I am still missing a little cleaning robot running around the place
Quixel also teamed up with Epic to release the scene on the Marketplace - completely free
I'm also working on a more in-depth one which I'll post shortly.
@neverwander: The beta will be an open beta, so anyone can take part in it, existing customers, new customers and everyone else.
@Fisher007: The way I created the roughness maps were very, very simple. I simply loaded one of the Megascans materials that come bundled with DDO, tweaked its reflectance values and saved it out. With the new DDO you can very easily mask and blend between different materials. I also added a "scuff map" in UE4, which you can read about in the breakdown I linked to above in this post.
Thanks a bunch guys!
I downloaded the scene this afternoon and I have to say, It is absolutely stunning. Really inspiring stuff makes me want to down a pot of coffee and work all weekend If whenever I get an artistic block Ill be opening up this scene and I cant wait to get my hands on the new DDO.
Thanks so much for releasing the breakdown as well, Ill be looking forward to your extended breakdown.
Cheers mate and great job
I've said it once and I'll say it again. Super sweet scene, man! Keep it up!
You can only overlap up to 5 stationary lights that cast shadows, though if you look through Disting's map (especially places like the office area) you'll see all his overlapping lights have their "cast shadows" option unchecked.
You'll find more in-depth information over here in the UE4 documentation.
Unrelated: I did actually register to respond to this; long time lurker who wasn't going to register until I was going to post some stuff of my own.. but saw no-one had replied to you so I thought I'd help you out