Latest progress:
Update after a long time
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Together with Bao, the character artist on the project (
http://www.polycount.com/forum/showthread.php?t=138052) I went to the Treptower Park in Berlin to make some 3d scans of rocks. We got some really nice results out of it with some cleanup and made alphas and brushes for Zbrush out of them.
This is one of them in the scene:
Two Highpolys:
and here you can see one of the pics we used for building the scan. We took around 20 per object.
Some new shots from the scene:
Thats it for today, hope you like it
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Original post:
Hey, I wanna share some progress on a scene I'm currently working on. I"m doing a collaboration with Bao who's working on a warrior character at the moment (
http://www.polycount.com/forum/showthread.php?t=138052) and I'll do a scene for it. Someone from Crytek will rig the char, so collegue from Yager will animate it to make a little cutscene and another collegue from Yager will do VFX for us, so we have a nice little collaboration going on
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The scene still needs tons of polish, and a lot of cool ideas are still not in, that I'll definiately will work on next. Stuff like a door, cool ornaments, smaller details, texture polish, chains hanging down, some foliage, etc... . Tech is Unreal 4.
I'm looking forward to your feedback and will update this thread frequently, cheers!
Replies
I really like the lighting and artstyle though
Thanks . So far most assets are really rough, just with a quick ddo pass applied on them, so the whole scene needs a lot of polish. I want to get the general image in the right direction first, before digging deeper. Thats why I dont want to show detailed breakdowns at this point, but I'll definiately do so when the scene is done, and I'll probably make the files available for everyone to check out .
So yeah, thats how the flats of the ground plates look like right now, pretty basic
Here is a small update to my scene:
Have a great day!
but great work to make this render with this texture.
I keep an eye on your work
After you finish it, Ill demand some full HD wallpaper
But I have few quesitons, until its in WIP:
First of all, how restricted you are to PBR with it? I mean, are you very carefull about values, or you just try to eyematch some values that you have for PBR? Or its totally eyematching
Second: how did you sculpt that wood on the door entrance? Its have very nice to eye wood surface. If its alpha, would you mind share it?
Third, and most important: about lightning in UE 4. Did you manage it a lot? adding some more point lights, etc. What values did you change?
And did you made some color corrections, or did you just made an amazing work with textures, so you achieved that amazing color pallete, that I just love
Have fun with replying to that (I mean, reply please ). Anyway you did great job with so WIP, so I cant wait what you will do to finish it. It will blow minds over here
For the materials I'm pretty much doing just guesswork, whatever works for the scene.
The wood is pretty simple, I might wanna do another pass on it to make it more interesting. Right now I just took the orb cracks brush thats free on the internet to sculpt some basic linework.
The light setup is actually quite complex. I'm going for fully dynamic lighting with the new dfao and have quite a lot of lights in the scene right now. I might need to optimize on that end to make everything run more perfomant.
There is some subtle color correction with a lookup table, but yeah, I'm playing around there a bit, rest is pretty much lighting.
That's the detail lighting viewmode inside the editor, where you can see all the light actors.
Hope that was helpful!
Together with Bao, the character artist on the project (http://www.polycount.com/forum/showthread.php?t=138052) I went to the Treptower Park in Berlin to make some 3d scans of rocks. We got some really nice results out of it with some cleanup and made alphas and brushes for Zbrush out of them.
This is one of them in the scene:
Two Highpolys:
and here you can see one of the pics we used for building the scan. We took around 20 per object.
Some new shots from the scene:
Thats it for today, hope you like it .
Thats how the main shot looks atm btw:
Does anyone have an idea how to get rid of those noisy tiny specs when I do highresshots though? It seems to be an issue related to the temporal aa, but I have no clue how to fix it. Any idea welcome. Cheers!
BTW, this scene is looking awesome man!
scene looks fantastic. can't wait to see it finished!