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Riga UE4 Environment and more

polycounter lvl 8
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martinszeme polycounter lvl 8
Hi everyone.

I recently finished my first environment ever which I did in UE4. Initially it was planned to be a small part of adventure/quest game about soviet era in Riga, Latvia but project was put on hold. With the release of UE4 I got inspired to finally do this environment. Its the biggest market in Riga that used to be Zeppelin hangars in early 20th century.
I modelled everything and painted all of the textures. Though models and textures are very very simple but that was the look I was going for. Hope you like it. Here is a small video from it: https://vimeo.com/94867197
Can't seem to embed it though. :(

nes6kt0.jpg
TMr0eku.jpg
The rest are here: http://imgur.com/a/94L6H#nes6kt0

Bus I just finished:
2w4xdPr.jpg
A tyre to go with the bus:
zQcVqc9.jpg
And an old bus station to also go with the bus:
3Y02S0d.jpg

Sword I did using DDO a while ago:
m91rwrx.jpg

There is some other stuff on my website but this is latest work I've done. Learned loads and had fun doing it.

PS: UE4 ROCKS!

Replies

  • ed_3D
    Those are some big ass birds ^^

    The bus, bus stop and the shield are pretty nice!

    Something is odd about the environment though. It seems a bit repetitive and unfinished. Also you definitely need to watch the scaling, e.g. besides the gigantic birds, the buildings are definitely too small (unless that's what you were going for). I googled up reference of the marketplace, and it seems like the buildings should be around the same height as ~11-12 people stacked on top of each other, where as your ones are more like 6-7 :p

    Still, pretty cool for your first environment :) Good luck with the next one!
  • martinszeme
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    martinszeme polycounter lvl 8
    Thanks! I agree about the scale being off. I remember modeling it and wondering if its off or not. Have to come up with a better workflow for these kind of situations.
  • ed_3D
    What you could do is create a cube and resize it to average human height e.g. 180cm, and have it in your scene for whenever you need to check the scale. Or you could export and use one of the characters available with ue3/ue4 :)

    You should also always try and nail down the scale as early as possible (blockout stage), so you wouldn't need to worry about it being off later in the project as then it might be a lot more difficult and time consuming to correct
  • JordanN
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    JordanN interpolator
    Are those models physically based? I'm seeing what looks like a specular map but UE4 doesn't use that anymore (it's roughness and metal maps now).

    Nice Bus though.
  • martinszeme
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    martinszeme polycounter lvl 8
    Yeah I have started doing just that in my newest project ed_3D. Cheers for the advice!
    Bus and shield was done in Marmoset Toolbag a while ago. I don't think at that time it had PBR workflow.
    Thanks guys!
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