Hey all,
Latest:
I've started a new project, got a job so only working sporadically on this when I can. It's my first attempt at both complex architecture and sci-fi, so I'm learning a lot!
I took this concept from Remember Me as reference, and it kind of evolved from there;
And here's my current progress. I went and expanded the scene to factor in some research on the shopping alleys of Paris.
The biggest issue for me is the foliage, as I'm struggling to find a good lighting solution for them. Been tweaking this as I go, but feedback would be great.
P.s. Thanks to the community for their support, you helped me land my first industry job
Replies
Already this is looking great.
A few things I noticed that may improve this:
I think having one of the facades further down the alley be red as it is in the concept will help break up that side a bit.
The skylight windows are really repeaty with all those lines. Try cutting 3/4ths of them. It will look less busy and also clean up the noisy choppy light on the ground.
The tables and chairs are placeholder? Maybe add some props on the tables.
Get a scifi trashcan in there somewheres!
And some stubbed out cigarette butts on the ground. I have a feeling people would smoke here.
Keep up the awesome work!
Did some more updates to the scene, still a lot of silly errors and problems to fix and stuff to redo.
I spaced out some of the floor tiles and trims to look better, turned down the lights in the scene and introduced some blue ambience. I also made the plants germaniums instead of hibiscus like the concept, but my workflow for that is still way off (foliage is not my strong suit, but I feel i'm improving my workflow about it.) I also added the red facade at the end of the alley, it's not fleshed out yet but I'm thinking of ideas! The stuff Lucas mentioned in his crit will also make it in at some point, as soon as I finished the primary stuff and sorted out the facades.
For the skylights themselves, I broke a few of them and also changed the design of the wrought iron frame to add interest. I also added some dirt and grime to the window planes.
Right now the foliage and the ambient light are the biggest problems, is there a way to affect ambient properties in UE4?
Any critique would be appreciated, and I'll also be open to any suggestions for storefront displays.
I've come out of hibernation to inject some more updates into this thread. With all of the distractions of Christmas and work, I haven't found the time to update. But here it is!
Took Cay's advice and turned off eye adaption, made my scene dark so had to readjust the lighting, but at least it doesn't look like the colours are washed out now.
I made a couple of more things to put in the scene, which was cheeky of me considering I hadn't done the blockout stuff yet. But, i managed to discover some cool new ways to do baroque hard surface
Here's a clock I did, based on one seen in Gallerie Verdeau.
Here's a globe light I made today, getting wrought iron right worked out better than the previous lamps, so may have to tweak those retroactively.
And lastly, I made a memory machine, to add a bit more of the game's story elements to the scene and because I love metallic stuff in UE4.
I'm still a ways off, nothing in the storefronts etcetera, and there's a lot that needs fixing, but any help along the way will be appreciated.
I've done some more blockout props, fixed a couple of lightmap/material issues and textured the tables and the menu board. I'm looking into ways to blockade some of the store fronts and scale down the workload here, but it's finally starting to get somewhere after all this stagnation:
As always, critique about anything is always welcome. Hit me!
I've added some more elements to it, wanting to wrap it up soon as it's burning me out, having been at it for a year. I added the blinds etc. so I can get away with not detailing shop interiors :P
Gonna wrap it up soon, but if there'a anything I need to push it, feel free to point it out!
So I added some post process, played around with the saturation and contrast to make the scene less matte.
Here's some more shots;
I feel it's a bit too contrasty now, but it does make the scene feel bolder.
Great work. You can also try to change your exposure setting in Unreal Engine.
Thanks for the feedback! I got some more feedback from colleagues, and used that to brighten up the overall scene. I tweaked the indirect lighting first and foremost, and toned down the post processing contrast. I also turned off some light fixtures that were stealing attention from the scene unecessarily, and bumped up the smoothness on the bulbs.
What do you think?
I think trying to get the colors the match the screenshot more will help.
Also you got a lot of noise in there now, crazy amounts, try messing with the screenspace reflection quality in the post process volume or turning on antialiasing(if it's off).
The shadows on the plants look to dark, maybe try out the foliage shader or a SSS one.
https://wiki.unrealengine.com/Two-Sided_Foliage_Material
Tried some things out in photoshop.
Changed the colors to be more blue/purple, brightened it up a bit.
Tried to remove some of the noise.
Thanks for the feedback Stromberg, especially about the newer engine version's SSS. I ported the project over, brightened the scene a bit and finally fixed the foliage It's bee a bugbear of mine all project, so glad Epic have given us a better shader option.
well done
I just don't understand your stone arch in the center, is it stone ? If so the connection with the wall is a little bit weird.
Otherwise it's cool .
Cause they have a lot of compression artifacts in them.
So I couldn't let this one go. I started doing little fixes I should have fixed ages ago, such as harsh transitions and tiling errors, and got carried away. I really started to get back into it once I began to tighten everything up.
As such ,I think I'm going to do a little more to this one before I mark it done. I'm inspired!
I tidied up the wall in the last shot, removed some ugly architecture (my mistake was sci-fi for sci-fi's sake, and I should have let the wall breathe) and added another marble arched door to suggest inorganic architecture. I added a small trim column to the areas where stone meets the painted metal windows, which sticks out and looks too videogamey; now, it looks a little more natural.
I fixed the lightmaps on the neo-paris board and the planter foliage, and added some more props to the outdoor tables, such as ashtrays and coffee cups. The next step is dressing the storefronts and finishing up the cafe interior, as well as other small-scale stuff. Also going to add some RM-themed graffiti to the shutters to break them up, as well as a couple more holograms.
Thoughts? Have I gone too far:p?
The only thing that causes a bit of a pain to watch is this roof. Somebody already mentionned it. There are too many metal bars. You can simplify that roof even if it's accurate right now. Oh maybe you already tried to do it?
Other than that, the next details you're planing to add will surely look good.
But, don't you want/need to start somenthing new now ?
Edit: I couldn't recover much, so I'll call it done for now whilst I have these shots (had some higher res ones, but lost them unfortunately).Thanks for your support, but I'm going to move on and avoid making that mistake gain:)
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