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Hi nice people,
I'm working recently in my first UE4 environment, "Caatinga Environment".
My objective with this project is to create a stylized scene inspired in Caatinga, using just hand painted diffuse maps.
PS: Caatinga is an arid region, with a big and exotic variety of vegetation and animals and it's exclusive from northeastern Brazil.
Here's a quick concept that I've done just as a reference:
I've also made this little tale to help in the immersion of the scene:
Gilberto was an old man who worked selling "tapioca" (typical food from the northeast of Brazil) inland Alagoas-Brazil. He was very tired of his job and of commercializing the product knocking door by door, working hard under the hot sun driving his old kombi, Gilberto decided to sell his precious and loved tapioca recipe and to buy a small old house in the middle of "caatinga" (exclusive arid region in Brazil). Arriving in the isolated property he felt like being home, there was shadow, silence and nobody to piss him off. It was like a dream for him, everything was going according to his plan. In a day, there was the idleness man sat on his old chair watching the time passing by like he did everyday. Then he heard a noise behind his small backyard restroom some meters far from there, it was a goat! As lazy he was, already thought that he would never need to walk again, he could ride the goat and it would be his new mean of transportation, because his kombi was broken and his laziness didn't let him fix it. And than he caught the beast. He abused a lot of the animal, unable to walk even 5 meters, he mounts in the goat and goes from here and there under the melting sun from caatinga. Days later, the little goat couldn't stand that abuse anymore. When the old man got on him just to go to the restroom, the animal became in rage and broke the fence where it was caged and gave a strong headbutt on his butt. Then, it was the end of Gilberto.
If anyone is interested, here's my reference collection on Pinterest:
http://www.pinterest.com/felipealves3d/caatinga-environment-project/
I'm looking for criticism and advice.
I hope you like!
Replies
So, I've made some trash for the backyard of the house:
My references for those trash:
http://media-cache-ak0.pinimg.com/originals/56/76/80/5676805ce946333de3d418ab6c852688.jpg
They're smashed!
Looks good.
Soon I'll post some updates.
What do you guys think?
the landscape texture looks nice, the only concern I have is that my weeds are a bit repetitive
@Minos: I'm glad you liked, thank you!
My next step is to finish the house and improve the scene lighting.
ps: this polycount is about the roof, just ignore the house.
keep it up - looking stellar!
I'll exaggerate the house when I finish all their pieces
Critics are welcome.
Also for the roof I would add textures for the edges. Right now your tileable textures end sub optimal on the edge of the roof. Do something like this:
...then you can use at least the lower part of the texture to fake it. I would do the same for the side and back views of the roof.
Actually you could just take your texture and shrink it a bit and use the space to make the front, back and side of the roof. The old texture would still be tileable as long as you shrink the uv-layout accordingly and you would have the option for the edges of the roof.
For the itsef roof I would make a 2 poly deep and 3 poly wide surface for the slightly bend shape like you did. Adding the faces for the edges it would be 32 tris total.
I wouldn't add geometry to fake the rooftiles shape like you did in version #2 and #3 as its barely noticable and your texture is varying to much to fit the line of the geometry.
I hope I could make myself understandable If not I can do some quick pictures.
Anyhow, your textures are great. I normally am not a big fan of this style, but your are just so well done its really hard not to like
Sorry.
When I get home I will make a quick sketch of what I meant. I was a little tired yesterday and somehow my language skills abandoned me...
I didn't redo the texture, I just did a quick fake. Also my uv-layout isn't optimized, but you should get the idea. Making the center of the texture tileable and using this part for the faces that make the roof, while keeping the sides for the side view of the roof as well as front and back textures. If you make it smart your textures won't end as apruptly as they do now and your roof will get some depth, not being just a plane.
What do you think now?
I guess the other loops on the roof are now out of place because you changed the texture?
Your scene looks really promising
Soon I'll show my progress with the house!
Anyways where I think your scene is lacking is in composition. It really is just a flat plane with stuff thrown on it.
You could blow it up and explore a larger environment like this
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or dial it into a small diorama with some interesting shapes and silhouette.
I suggest busting out some black and white thumbnails akin to Feng Zhu's
That should point you in the right direction and breathe some life into your scene
Thanks for the tip!
https://docs.unrealengine.com/latest/INT/Engine/UI/LevelEditor/Modes/MeshPaintMode/VertexColor/index.html
https://docs.unrealengine.com/latest/INT/Engine/UI/LevelEditor/Modes/MeshPaintMode/VertexColor/MaterialSetup/Color/index.html
Here is my actual material setup for blending the sand with the walls:
So, do I need just to change the textures to black and white and apply that to the opacity mask, right?
@urgaffel: Kind words man.
I'm working on my house decals and details right now.