So I've been posting this in the WAYWO thread a few times now, figured I should post a thread and get some good feedback/opinions. Here goes!
I am creating mid-sized environment in UE4, completely personal idea, not based off existing concept art. The idea I have in mind is a lush, forest environment with a large, rocky facade. What I have so far isn't anywhere near the level of lushness and greenery I want to have, but I'm working on it.
Plans/Objectives
- Create a killer moss shader (world-space, so that it only shows up on the top surface of rocks)
- More earthy/mossy ground surface (temporary ground texture for now)
- Possibly add some ruins scattered around
- Add tree leaves
- Have a more claustrophobic feel, too wide-open for now
- MOAR FOLIAGE. UE4 does not deal with foliage lighting very well. Contrary to UDK, UE4 doesn't support custom lighting due to its deffered lighting system, making it a royal pain in the ass to light foliage properly. I've done what I can with the bushes I have already, but it's a hassle to deal with. UE4 does not give a shit about your edited Normals it would seem.
- Need to give off a better sense of scale, environment feels too small right now.
- More to come
Reference collection:
Work so far. WIP.
All criticism and opinions appreciated!
Replies
Other than that it's a really great start, eager to see more !
Here are some of my first grass shader results.
I think it's too early to say much more but I'm excited to see how you get these grass and moss shaders working with the dappled lighting and moonlit mood!
Thanks!
However I do agree that you have a pretty cracked ground on the side, you should remove some grass patches in these areas to ensure it will be visible.
I really want to keep it lush, as opposed to a deserted, dry, rocky landscape. The trees will have leaves coming in soon as well
Will explain how I got the grass shader set up when I get some free time.
Personally I'd also consider doing this as a daytime piece. You could get a really nice sunset going with this and some nice twilight in the valley below the trees.
I like where you're going with this, like the others have said, perhaps a bit less grass, but I'm sure you have something in mind. I can't really crit anything, so far so good.
I'm curious to know what is happening with the lighting, though. The angle vs. the color of the light seems to suggest moonlight (along with the stars), but then the brightness says 'daytime,' but then I get lost with the crisp whiteness and I end up thinking something along the lines of overcast sunset after a thunderstorm? I'm sure it will look good no matter which direction you go with it, I just currently can't seem to find what direction that is. *shrug*
If it's winter you could probably make the grass a bit thinner and wintery looking... more patchy. Have the path way worn down to the stones more and patchy at the edges etc.
Looking good!
Dave
This tutorial might help you achieve the kind of moss you're looking for...
http://www.polycount.com/forum/showthread.php?t=130038
Also working on a wind shader right now, to get something along these lines:
https://www.dropbox.com/s/zkonxpg08farbmd/Wind_Shader.mov
Either I get weird stuff like this:
Or things just look super flat and dull like this:
So I think I'm going to go for something that won't have the engine handicapping me, and opt for a more haunted woods look, with dead trees lining the valley, like I had in my initial screenshots. Here is a quick paintover of where I intend to go:
I figured I would need a more dominant focal point, giving off a sense of massiveness.
Any and all feedback is tremendously appreciated!
When it comes to controlling the shadows and highlights etc, look into the tone-mapping controls
Also make sure the material is setup correctly/consistently regarding spec values, transparency/translucency maps etc.
also I prefer personally the second image to the first. It might be worth exploring lighting interest in the distance to create more depth to the scene
The bush leaves are pretty weird though, the scales are all weird and it is throwing off the scale for the scene. When making larger bushes, you'll need to make a variation that has more geometry to keep the leaf sizes relatively consistent between each asset
As for the proper shading and tonemapping, that won't affect the way UE4 deals with lighting proper backfaces and foliage in general. It is a common problem. UE4 does not support lightmaps on instanced meshes, so anything placed with the foliage tool is out of the question. I'm finding a way around this problem.
As for the scale, I think I've had my face planted in this scene for far too long, I'm not seeing the issues, what do you suggest the problem here would be? Relative scale of bushes, grass, and rock formations in comparison to the character, I'd assume?
The bushes have leaves that are scaled too big relative to the player, the grass is very uniform since you dont have bits that grow above the rest of the clumps here and there and it makes it feel like it's a constant short grass layer, but then my eyes set on the character and I realize how tall the grass is suppose to be.
The cliffs are fine, it's all a matter of what the texture on them will look like in the end, its features and scale of said features for example.
Tree branches are very thick, this I feel is very important to fix if you're going for the dead trees look.
Stairs actually look on target with the player size right now, and thus looks dwarved to me in the picture.
Be sure to look for other's opinion though on this
Will keep you all posted soon!
Also, you may have to rework the ground so the grass and other vegetation matches the feel of the dead trees above. It wouldn't make sense to have completely dead trees overhead, and lush undergrowth on the ground.
That being said, I would take some time and play with the vegetation shader UE4 has, I've seen some great results from it. I use Cry so I'm not familiar with how UE4 does it, but the distance artifacts may have to do with the MIP mapping of the opacity maps you are using for the leaves, if you are using any. you can try LODing the shader so that it renders differently at a distance, too.
Keep up the good work, I'm liking the way this is going so far.
Worked on the sense of scale a bit, something still feels a little wrong, but I think adding the ferns helped stabilize things a little.
For now, I'm sticking with leafy trees unless UE4 starts playing hell with me. I prefer the feel it has, as opposed to a dead tree scene, but nothing is out of the question just yet. I'm just going with how I feel.
I've loaded Speedtrees new samples into UE4 with Version 4.3 to see how they look, and they still shade terribly. It's the backfaces that just look horrible. From certain angles it looks just fine, but from others, not so much. So I'm sticking with my own trees.
I am in total agreement with you here, if I decide to go that route, this is certainly something I will be doing. Thanks for the input!
For the vegetation, I would get some more color variation going. Some dead leaves here and there, dead strands of grass; something to differentiate the colors and make each asset pop more.
Some moss on the rocks maybe using up vector? It'd give an extra fine detail layer on top the big rocks and help discern their size better imo.
Good work! Can't wait to see more!
I'm getting a really good Tomb Raider vibe from this (http://www.abload.de/img/tombraider2013-03-0417busi.png).
You seem to be on top of everything, but one thing that is bothering me is the dirt trail path.
The detail along it seems uniform until it turns to grass. I think it would work better with a flatter, less-detailed texture along the more trodden-in patches of path, with the more gravely details pushed further to the sides.
I'm also guessing you plan on putting some lamps about the place to produce those orange lights.
With that in mind, maybe it would be worth putting a few more small man-made artefacts in there to tie the rest of the scene together.
Some ribbons caught in foliage and blowing in the breeze? Or perhaps some Chinese lantern bunting that streams over the players head as they walk along the path.
Just some personal opinions that come to mind - feel free to ignore.
Keep up the awesome work!
Thank you all for your feedback guys, I really appreciate it!
@Paroxum: I'm working on a moss shader as I type, the Z-Falloff isn't giving me the result I want so I'm going to be going along the vertex paint route instead for better control.
Pixelgoat: Thanks!
MarcusF: Working on that right now
RexM: Getting to that really soon!
Makkon: Thank you!
SirCalalot: Thanks for the feedback, you're totally right about the dirt trail path, that is currently WIP, haven'T gotten around to making a proper texture for it just yet!
Keep the suggestions coming, I really appreciate anything you have to say, people!
I think the simplest workaround is moar geo. Deffered lighting works awesome if there are lots of polies to work with.
Sorry for the late reply, I've taken a small break from 3D, needed to clear my head a little. Practicing my digital painting these days.
This is really inspiring !