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[UE4] Practise using UDK assets.

polycounter lvl 8
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Nielsen polycounter lvl 8
Hi everyone,

Since I got access to the UE 4 beta I've been itching to try it out. To that end I've ported over some UDK assets for a small scene.

It's mostly to try out UE 4's features but also practising composition, lighting and post so to that end, all feedback is welcome!

It's a very loose adaptation of this piece of concept art by Ben Shafer:

CDVnAqS.jpg



YHbWTod.png

zobGCNd.png

igSl0PO.png

ZyFNtcv.png


Not required to really look like the concept art, I've made it a lot more saturated since I prefer it that way but if you disagree do tell me! all feedback welcome!

Replies

  • Bychop
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    Bychop polycounter lvl 7
    I would say you need better textures and shadow definition. They look blurry and not so much realistic. Watch out for Texel ratio! Some props have more definition than your environment. Modeling is good to me. :)

    I feel UDK here and not UE4. I know you exported it from UDK to UE4, but you aren't taking advantage of Physical based rendering.

    Here's documentation https://docs.unrealengine.com/latest/INT/Engine/Rendering/Materials/index.html
  • Nielsen
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    Nielsen polycounter lvl 8
    The shadows are tricky... they're not getting much sharper, they also differ in brightness per screenshot because of adaptive HDR / lighting. I'll get back to that later however.

    First:

    Reverse engineered the new layered material system and replaced the original pillar material on the left with a vertex painted moss / stone version on the right.

    0rm8V3e.png

    And up close:

    VCtZD7i.png
  • locater16
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    locater16 polycounter lvl 8
    Looks nice and clean, along with a bit more... tied together. Solid improvement anyway. Looking forward to the whole scene with it along with reflection capture actors/LPV/Some sort of next gen goodness.

    Keep it up!
  • CougarJo
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    CougarJo polycounter lvl 6
    Interesting comparison! And very nice improvement from the default version. Looking forward to the rest of your work :)
  • Nielsen
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    Nielsen polycounter lvl 8
    Quick update:

    Almost looks like I cheated and am comparing diffuse vs material but that's not the case, these two are the actual material snapshots:

    so left the default/old Ivy material and right the improved version.

    bQBpQ4F.png

    4bFYLu7.png
  • Nielsen
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    Nielsen polycounter lvl 8
    Various post process tests:

    No PP.
    qQCLnPK.png
    LHkqlA5.png
    Cm1l1y8.png

    PP 1

    Mjpd83i.png
    67Vf8nV.png

    PP 2
    gDImWjk.png
    a4JpaMq.png

    PP3
    aezBE4P.png
    GkIHMEL.png

    PP4
    AwDiuD0.png
    0ZkXhYQ.png
  • Ssjtroll
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    Ssjtroll polycounter lvl 8
    Nice! Your ground textures still seem blurry also the small rocks that you have around seem mushy. You might want to try putting in some atmosphere to visually push those mountains back. They look like they are as far as your temple.

    Looking good :D
  • Nielsen
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    Nielsen polycounter lvl 8
    Thanks for taking the time to comment, any preferences for any of the post?

    By mushy rocks you mean ill defined edges or "meat looking" because yeah they suffer a bit from both atm I think.

    Ground textures being blurry: all of them, the shadows? the mud?
  • Harbinger
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    Harbinger polycounter lvl 8
    I'm having a hard time getting a sense of scale, and I think it stems (haha puns!) from the size of your grass meshes. To me the grass looks like it's 2-3 feet tall next to those statues, and that throws everything off to me. I'd shrink them down quite a bit and cluster more of them around the bases of walls, statues, and rocks to help blend that transition between your ground plane and other meshes.

    Nice progress so far!
  • Nielsen
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    Nielsen polycounter lvl 8
    "And now for something completely different"

    dztklf5.png
    O4U2Zb1.png
  • Elod.H
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    Elod.H polycounter lvl 11
    Wow, just noticed this. Your work looks amazing Nielsen!
    The first thing I've noticed that your work in comparison with the concept art lacks those hanging, vertical things from the trees. Also, the tree on the right side of the building could add a bit more to the entire look.
    Really awesome work! Keep it up

    d7zejN6.jpg
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