RexM, thanks! Well, im having some issues with UE4, or maybe its just myself, just having trouble getting something I like in it to a finished state. And not abandoned, but more gritty/industrial than clean : )
Anchang-Style, yes, I'm using modo : )
I hear you there, I came from CE3, now using UE4 for a couple of months and I am only now reaching the quality that CE3 has laid out for a vegetation scene... although I am learning a lot more about how shaders handle textures, materials, it's been a challenge to get the results I want.
There are just so many ways to do things through the shader, it's very fun and frustrating at the same time.
Anyways, keep up the good work. Might be cool to have a room where they grow some stuff, like in the ISS. I know they do all sorts of experiments since they have access to a zero G environment, too.
Testing some things with the layout of the scene, which im very very unhappy about right now. Also working a bit more with the shader, still need to add some stuff, like diffuse texturing-stuff and some gunk/oilbased dirt for the metal similar to the dirt on the painted surfaces : ) The copypasted mesh there is just the random shaderstuff going on.
The High poly work is looking fantastic, and I really like some of the material work you have got going on. The details are great however I can't help but feel everything is way to noisy at the moment.
there is no areas of rest and as such it all moulds into one grungy mess. The shader work and grunge is solid but I think you need to be more selective on what you apply it to cause at the moment it doesn't make a lot of sense. Parts that move for example.
I think there was some real promise in the earlier painted blue material work and I think it be good to pull some of that back, especially with the yellow cause that could work really nice. If not blue maybe go for a more deus ex style colour scheme. Dark greys and yellows. Use a painted metal like grey or blue as your areas of rest and offset that with a nice shiny aluminium like you had in the previous shots.
I'm aware of the grunge-problem But all the rust and grunge is just a slider away, so thats something that I will tweak until the last moment probably ^^ Wouldnt say there are no areas of rest though since about 50%+ of the screenspace in that image is untextured temporary meshes But yeah, noisyness is something I'm trying to keep in mind, but that kind of stuff is easily tweaked atleast : ) For now im more worried about the scene being a bit boring and drab in terms of design and layout. Aswell as just not feeling it yet. Hopefully it'll come together a bit more soon.
Built a really quick asset, trying out some new, faster, modelling techniques, design is a bit herp derp, but whatever, just a floor lamp
I've been loving the big bulky "functional" design elements these pieces have been taking, however I think you missed the mark on the ground light. I think you may have sacrificed a nice, functional design for speed. It seems like you have all of these elements competing for attention on the design side of things, the design all seems to be evenly spaced, and alot of the pieces awkwardly transition to one another. The noisey-ness of the design would make this piece get completely lost in the environment and blend in to whatever surface it's attached to.
Excited for this space! You always know how to inspire me to start up an environment Tor ha!
like the design and interesting forms of your props.
is it possible to show your material in UE4 for the props and inscene materials? thanks
otherwise everything is looking nice,
maybe bring the idea what the room is for and create assets around it, not a simple corridor type thing. it can help to bring everything together.
Anchang-Style: what kind of breakdown do you mean? : ) I could probably do one, but not sure what to show. My highpolywork I show quite alot on my stream.
started working on another asset, a ceiling lamp for the second room:
hey this looks really awsome! im a big fan of industrial looking scifi, and this hits that spot very well!
one critic/question though; is everything made by the same company/factory? otherwise i thinks its a bit weird that the ground light thingy has the same shape language as all the other props and the space station overall. i guess it make sense if it was manifactured solely for the use in this space station... but wouldnt it be a cool to put some squarish, plastic looking props in there aswell, to contrast the dynamic forms and the worn metal material?
stickadtroja: well, everything in the environment is made by the same company, yes, but you are correct that some other designs will play nice with the environment. I will try to get that in while I'm making more loose props that will be scattered throughout, good feedback, thanks! : )
My twitch-channel is here:
twitch.tv/torfrick
There should be a few videos saved there, I'm going to save the old ones to my youtube-channel aswell.
Lowpoly for my robot arm. Still missing the lamp on it, and got some nice and obvious bakingerrors that I need to fix : ) Improved teh shader a bit to have be a bit more optimised and controllable.
thanks for the twitch link, very useful and informative videos. bad for me twitch is buffering very slowly, but it's very nice process you got, especially with boolean subtractions form low poly. I'm working in 3ds max so it's kind of awesomes my eyes are crying.
how you're texturing your low polys? you're unique uving it and creating scratches and etc with ddo or using one texture how in modular method and uv on top of it?
thanks!
WarrenM, yeah there is boolean modifier, it's working good on cubes, but that's it. more complex low poly shapes and I'm getting artifacts in the wireframe. it's not visible sometimes until you start to smooth geometry so I decided to not use it..
stickadtroja: well, everything in the environment is made by the same company, yes, but you are correct that some other designs will play nice with the environment. I will try to get that in while I'm making more loose props that will be scattered throughout, good feedback, thanks! : )
My twitch-channel is here:
twitch.tv/torfrick
There should be a few videos saved there, I'm going to save the old ones to my youtube-channel aswell.
Awesome thank you
Edit: watched 5 minutes of one of your video...never knew this was even possible
looking dope! especially low poly with a shader.
as I understood you're using shader in unreal with cavity as a mask for the adding/removing scratches? like similar substance designer is working?
i like scratches itself but don't like how they are placing everywhere, maybe if you can erase some parts from the mask where wearing isn't happening the effect of scratchenes will be less busy. otherway the work is topnotch!
I can remove specific areas with some degree of control, but there is also an element of randomisation in there right now, so i dont have full control. But I can just drag the slider if I want less, though : ) Right now im trying to get all the major pieces in there so I can stard setting the scene up a bit more properly, just know its just one big mess
I see you post about your Modo mask workflow for your texturing. I have only messed around with Modo a little bit, but it would be awesome to get some info, or a breakdown about it.
Wow, nice work. This comes out of your head? What is your background that you obviously have such a knack for how this mechanical stuff should fit together so well? I struggle with making hard surface assets looking functional, do you concept this out first or just start modeling?
Replies
I hear you there, I came from CE3, now using UE4 for a couple of months and I am only now reaching the quality that CE3 has laid out for a vegetation scene... although I am learning a lot more about how shaders handle textures, materials, it's been a challenge to get the results I want.
There are just so many ways to do things through the shader, it's very fun and frustrating at the same time.
Anyways, keep up the good work. Might be cool to have a room where they grow some stuff, like in the ISS. I know they do all sorts of experiments since they have access to a zero G environment, too.
The High poly work is looking fantastic, and I really like some of the material work you have got going on. The details are great however I can't help but feel everything is way to noisy at the moment.
there is no areas of rest and as such it all moulds into one grungy mess. The shader work and grunge is solid but I think you need to be more selective on what you apply it to cause at the moment it doesn't make a lot of sense. Parts that move for example.
I think there was some real promise in the earlier painted blue material work and I think it be good to pull some of that back, especially with the yellow cause that could work really nice. If not blue maybe go for a more deus ex style colour scheme. Dark greys and yellows. Use a painted metal like grey or blue as your areas of rest and offset that with a nice shiny aluminium like you had in the previous shots.
Hope this helps
Looking forward to seeing it progress.
Built a really quick asset, trying out some new, faster, modelling techniques, design is a bit herp derp, but whatever, just a floor lamp
Excited for this space! You always know how to inspire me to start up an environment Tor ha!
is it possible to show your material in UE4 for the props and inscene materials? thanks
otherwise everything is looking nice,
maybe bring the idea what the room is for and create assets around it, not a simple corridor type thing. it can help to bring everything together.
Baked down the lamp, tried to make it somewhat accurate atleast, buuut yeah more than this and my patience drifts away
started working on another asset, a ceiling lamp for the second room:
Disgusting how damn good every asset looks.
Top job.
Cool work. Love all those shapes!
narticus, sometimes I use references for stuff, but most of it is just straight out of my head.
Did some more work on my livestream on this prop:
one critic/question though; is everything made by the same company/factory? otherwise i thinks its a bit weird that the ground light thingy has the same shape language as all the other props and the space station overall. i guess it make sense if it was manifactured solely for the use in this space station... but wouldnt it be a cool to put some squarish, plastic looking props in there aswell, to contrast the dynamic forms and the worn metal material?
edit: i guess i agree with what wester said.
Yeah your high-poly work...wait you got a Stream????? *checks*
My twitch-channel is here:
twitch.tv/torfrick
There should be a few videos saved there, I'm going to save the old ones to my youtube-channel aswell.
how you're texturing your low polys? you're unique uving it and creating scratches and etc with ddo or using one texture how in modular method and uv on top of it?
thanks!
Awesome thank you
Edit: watched 5 minutes of one of your video...never knew this was even possible
as I understood you're using shader in unreal with cavity as a mask for the adding/removing scratches? like similar substance designer is working?
i like scratches itself but don't like how they are placing everywhere, maybe if you can erase some parts from the mask where wearing isn't happening the effect of scratchenes will be less busy. otherway the work is topnotch!
Snefer, if I dropped you a PM would you be able to give me a bit of feedback on a big sci-fi door I have to make for a uni project?