Original Post:
Decided to start working on my first environment in UE4, and taking it as an obvious opportunity to learn more about PBR and how to use it properly. The scene I'm going for is this 1900s-1920s era Parisian cobblestone street, just after a rain, at twilight.
I've gotten the basic pavement into the scene for the central road, as well as some streetlamps and poles. Still using cubes as a basic approximation of buildings so I could be informed while designing my lighting.
And a shot from Zbrush of my sculpting work on the cobblestone base texture:
Some images from my inspiration folder (which has a total of 68 pictures as of now):
Looking good. Two things that stand out to me is that the images are a bit too blurry (for me at least) DOF? and the sidewalk textures look a little too low res compared to the street and needs more of a breakup, I'm assuming it's just a placeholder though. Anyways, looking forward to seeing how this one turns out.
Sweet! I'm enjoying the building facades! The signage looks great as well.
I'd suggest looking at the reference you have and adding things such as the railing or a trim piece to kind of break out the silhouette and make the buildings pop.
Sweet! I'm enjoying the building facades! The signage looks great as well.
I'd suggest looking at the reference you have and adding things such as the railing or a trim piece to kind of break out the silhouette and make the buildings pop.
Thanks. I'm definitely thinking about adding in extra elements to the wall to spice it up. Ideas include stuff like rain gutters/pipes, window plants, and awnings. By the way, I'm surprised I forgot to post this image originally, but the entire building is based almost entirely off of this photo:
And also here's a shot of the scene with some extra work on lighting:
Those cobblestones look great! I really like the first shots looking down at them. I agree with aajohnny though, the original shots had a weird blur. The newer ones don't seem to have it as much though? Maybe it's just me.
Those cobblestones look great! I really like the first shots looking down at them. I agree with aajohnny though, the original shots had a weird blur. The newer ones don't seem to have it as much though? Maybe it's just me.
Definitely keeping an eye on this :thumbup:
Ah, that would be the "fringe" effect built into UE4. I threw it in early on just because I was messing with the new post pro stuff in UE4, then decided to get rid of it when I saw how blurry it was making the image.
Really quickly made another building facade piece with the same exact set of textures and some color variations. Mostly a space filler piece rather than another big signage-covered focal piece.
More work on decorations/details for the buildings. Made some hanging variants of the shop signs, a window planter with a few variants, and a modular set for rain gutter piping.
It's looking awesome! I don't like the normal mapped text for "ENSEIGNES" though. I'd use actual geo for the letters.
Done! And I also added a proper metallic map to those letters to give them a nice gold shine. I was worried about lightmapping on the letters being an issue, but so far in UE4, lightmapping has been a breeze. Really rarely seeing any seaming or artifacts at all.
Back to working a bit on this project. Most of my work since that last post has been trying to get the basic structure of the scene totally in place so I can start filling it with some assets. Also messing with lighting and a different sort of tone for the scene.
Looking forward to your final result. The cobblestone looks brilliant but i think the pavement could use some work. Maybe some damaged parts and stuff like that.
Looking forward to your final result. The cobblestone looks brilliant but i think the pavement could use some work. Maybe some damaged parts and stuff like that.
I might do some layered cracks or something like that. I'm definitely trying to keep this environment from looking too rundown so I'll try and keep any real damage subtle and sparse.
Replies
I'd suggest looking at the reference you have and adding things such as the railing or a trim piece to kind of break out the silhouette and make the buildings pop.
Thanks. I'm definitely thinking about adding in extra elements to the wall to spice it up. Ideas include stuff like rain gutters/pipes, window plants, and awnings. By the way, I'm surprised I forgot to post this image originally, but the entire building is based almost entirely off of this photo:
And also here's a shot of the scene with some extra work on lighting:
Definitely keeping an eye on this :thumbup:
Ah, that would be the "fringe" effect built into UE4. I threw it in early on just because I was messing with the new post pro stuff in UE4, then decided to get rid of it when I saw how blurry it was making the image.
Done! And I also added a proper metallic map to those letters to give them a nice gold shine. I was worried about lightmapping on the letters being an issue, but so far in UE4, lightmapping has been a breeze. Really rarely seeing any seaming or artifacts at all.
Working mainly on filling out the road and I think I'm finally happy with the lighting/color grading.
Breakdown for us?
I might do some layered cracks or something like that. I'm definitely trying to keep this environment from looking too rundown so I'll try and keep any real damage subtle and sparse.