Hi people,
I have time over the summer so i've decided to start a project in UE4. The concept art is from an old Noob Challenge, by the artist
Artyom Vlaskin.
Concept
Paint over
Block in
I think the block in is more accurate than it appears, i'm still new to UE4 so I need to change the FOV to 50 or so, and replace the camera with first person, or figure out how to make the player invisible...
Thanks for watching.
Replies
http://www.polycount.com/forum/showthread.php?t=113765
Might be this thread, good luck! really liking this one, will come back!
Here's another update, and another one later tonight, i'm sure. Started on drafts of textures and place-holder assets.
These textures are VERY early, only 10 minutes of work.
A spec map or some anistrophic filtering would be useful, as you cant see the floor texture at all right now .
The ground texture.
Ceramic Tile texture(unfinished)
Door Texture
great work so far though.
Since you mentioned the texture, though: it's hard to tell from the concept exactly where the door is supposed to leave, but maybe if you could see something hiding behind the darker panel it would help make it a touch more believable? Just something to consider.
Part of the reason textures were somewhat 'warm' is partly because the ambient HDRI tex I used was very warm. So I 'fixed' that.
I also made the door slightly thinner, I could make it a little taller.
Nice work man!
I realized after looking through the new materials in the default Unreal 4 library that my material building skills are too basic... I'm gonna focus on rehauling all the materials so they reflect more realistically. As of now, they aren't using any spec maps or gloss.
Also, I noticed the lightmap or lighting in general flickers on some assets as you move around the scene, even in game view. Even after locking the LOD to 0. Anyone working in UE4, what could cause this?
https://www.youtube.com/watch?v=L3gJtG8och8&feature=youtu.be
[ame="http://www.youtube.com/watch?v=gXrRI0aOMDY"]The Basement - YouTube[/ame]
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The wood (ceiling) is too reflective, and I'm not sure anyone would build a basement ceiling like this. There would be pipes and cables running below the house floor, maybe some insulation.
The streaks on the walls would best be solved with decals. So you can have a clean texture base and put variation on it through use of decals. The scale of the floor looks too large in comparison to the door and other assets. The handles of the stairs are too low (even though the model is nice). AO ist very strong on the large floortiles.
Regarding metals - I have the same problem in Unreal 4, and I think it's just the way the engine works. I noticed a similar effect on screenspace reflections. It gradually increases resolution, but depending on your gfx card it can take between a splitsecond and a second until the material looks like it should; it reminds me a lot of how unbiased rendering works.
The thing that bothers me about your scene is that there is no center of interest. It's just a basement and not especially a very well researched one. You should draw a few concepts and look around for similar scenery to get inspired by things that could make it interesting. I was in a basement once where a guy was building a boat. He knew he would never be able to get it out of there, but he still wanted to build a boat in his freetime. Stuff like that is cool. Look for a story in your environment!
- to get the bike down there, he/she might have laid out planks across the stairs in order to create a makeshift ramp (to get the bike down there safely)
- you can already plan the bike covered with rags, so you don't have to model every detail (just the stuff that sticks out)
- you can hint at a bigger story. For example - does the guy live down there (he could have a ragged bed in one corner). Is this a zombie situation like someone suggested earlier, or is it a normal world? Depending on it, there would be personal artefacts and travelbags, etc lying around. Or pictures of the family/past.
- Or maybe he's planning some great escape and there is a plan on the wall, connected with markers, pictures and red tape. Maybe some other stuff is lying around for his plan to come true.
Hard3d: Thanks, man!
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Like the barks on the stairs
Overall you want to check your scaling. The floor tiles looking so big comparing to the bike.
Keep it up
I also feel like some of the surfaces are too glossy. The planks on the stairs, for instance, they're catching a lot of light for a dull, worn-down block of wood.
Yes, Unreal 4 is PBR-based now. I havent sorted the chrome material yet for the bike. Just looks opaque right now. Ill get those tiles and glossy mats sorted in the next update.
Made a tool chest, a canvas thing, and a metal garage door thing.
@roosterMap Your'e right. I tried using tessellation on the floor but it just seemed too performance heavy, and the result wasn't great. Ill try projecting the texture height onto a static mesh in max.
@narticus I love using 'MarvelousDesigner' for any type of cloth simulation. You can even add a mesh like, for example, my bike and drape a cloth over it.