Hey there polypeeps!
I thought I'm going to try to finish this environment before new years so I'm starting this thread to gather some feedback/ideas for the scene
Everything is still WIP and there are some things I really want to fix.
I'm not necessarily going for an exact photo real copy of the location, I'm kind of interpreting it with handmade assets but trying to get the overall feel of it, if that makes sense
In the end there will be roughly these camera shots(maybe 1 or 2 more) and a flythrough.
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I'm also going to add some larger full grown trees, that will hopefully add more of a forets-y feel to some of the more open areas
One thing that stands out to me is there is no variation of color values in the foliage. You could create a worldspace color blend material for the grass/trees/flowers to slightly change their color based on world position. (seen here)
I think your rocks need more polys. You should also sculpt in some smaller detail forms so the rocks look good up close and far away. Creating a vertex paint material for small detail foliage (moss,cracks, weathered areas) will bring your rocks to life.
Looking good so far, keep it up:)
Yeah good point! I will setup some vertex paint funtions for the close rocks, I think the far away cliffs can survive with foliage painting, I just need to add some more meshes to paint with, smaller shrubs and such. I will take a pass at the surface detail on the small rocks as well
Thanks!
the third pic is really letting down somwhat, its not meeting the expectations of that scenerie all the trees are the same (+ same color) and there are hardly any plants or variation also the lighting is dull and its missing color overall. I expect this paradise-esque vibe, but that is not met. Try getting some vibrance in, some colored flowers and whatnot, and a more saturated skybox maybe or some nice color grading. The rocks should have a large scale diffuse overlay in your shader somewhere that varies color, would add a lot too
shot 1 and 4 need some visual counterweight on the left bottom corner, like some lush plant
I was under the impression UE4 didn't have a proper Foliage/vegetation shader setup?
Has this been fixed? What kind of shader did you use? Translucency? Two-sided?
I definitely need to take a pass on the lighting as well as make a proper skybox. I will setup some vertex paint funstions fot the rocks and the cliff to add some more variation as well.
I'll go in and balance those shots some more, thanks!
Thanks!
Well I have a subsurface shader setup with some different functions going on, even utilizing some emissive at the moment to get som ambient lighting in it so its not super pbr friendly but it looks alright, I will work some more on the shader and try to push it more and get it to pop some more ^^
As far as I know there isnt a "proper" foliage shader setup out of the box yet
For the base Terrain did you just do something quick in World Machine? Or just create it in UE4? I always want to do larger scenes like this but tend to get stuck when it comes to creating the landscape.
Yeah the variation is next on my to do list as well as building some more foliage that I can paint on the cliffs.
The terrain is just hand sculpted inside UE4, since I'm covering it all upp with cliffs and what not I didnt really feel a need to use World Machine. I havent really used it that much either but maybe I'll make it into a learning experience by doing a pass with it as well
I tweaked some stuff in general and worked more on the grass. I didnt really get the variation to work exactly how I wanted to yet but I'm working on it so coming I thought I would share the progress so far
Started playing with another camera shot as well, still som stuff to fix there.
I added a vertex paint function to paint dirt on top of the cliffs and rocks and the next thing is to add another color that can mask in a smoother rock with a slightly different structure to break up the noise a little bit on the cliffs.
I will need to dress the closest mountain with "real" meshes so it looks better.
Looking good though! Maybe lower the camera and tilt it a little bit up for the second image? It feels a bit straight on and static and also a little bit cramped at the top of the shot. Have you thought about doing it with a portrait orientation instead of landscape? Since there's a lot of verticality it might suit it better. Finally, I'd love to see a spot of colour on the cliffside, maybe something like this?
I think it might be easier to create one or two pretty big textures with the features your reference pictures show you and then add detail on that (if it's even needed). You don't really need these rock pieces to use unique normal information. Work more with your lowpoly instead, more like the Naughty dog workflow. You can easily hide your seams since you're sticking them in to a bigger mesh..
When you get nice clear cliffs and cracks in, you should start to place your trees and vegetation in those cracks. Again, look at the reference pictures..
Your trees look very flat up close, they work great at a distance, so maybe keep them as a LOD instead? You need more silhouette information. You see most of them from there side where they're lacking information right now.
I started addressing some of the mentioned things, but it still a bit rough around the edges.
I lost my object position variation on the foliage after upgrading to 4.7 All the foliage is treated as one actor so it only has on position so i need to solve that another way
I started reworking the cliffs and added some other meshes to complement the standard cliff wall and added a new sculpted mid detail normalmap into the mix.
I added larger tree, still WIP and will add another taller and straighter to kind of give a more forest kind of feel to it. I worked a little more with the grass and foliage in general as well.
Next up is to look over the mountain side foliage I will add 2 more types and rework the current tree so it holds up better when its closer to the camera
If so, any good tutorials for doing it?
The pine branches I do the same thing except I just model some individual pine needles and just apply a gradient of green on it since its all they really need.
I saw some nice images explaining it somewhere I can have a look and see if I find it again
Just out of curiosity what engine are you using? Frostbite?
I'm using Unreal Engine 4 : ]
Yeah I'm going to work on some color variation later tonight!
I tried playing with some colors and desaturated some of the vegetation, I also toyed around with the global illumination going full on( perfomance took a pretty big hit :P)
It needs more tweaking for sure, It's a tad to purple ish for my taste now but I'll keep working on it later.
Hope that shows what I meant by portrait
(also have the psd if you want to see what I did post process wise)
Looks neat! Yeah I would love to see your tweaks in more detail
I especially like the large vista shot a lot but when I look at it, my eye goes to the focal point and and then wanders around but finds not much more than rocks and trees. While it looks great overall on the first glance, I think there is bit of a lack of life, especially with such a great vista.
I hope you don't mind that I did a quick and dirty paint over to better illustrate what i mean:
I've just added some stuff that would add a bit more life to the scene in general.
You I can send you the .psd as well if you want.
Hope it's helpful just trying to give you some ideas.
Anyway looking great man!
Keep it up!
Cheers
the set dressing. However the lightning and point of interest are missing.
Also a nice skybox - mood(lightning)- waterfall (or water) - birds, colorgrading, flowers (with color other than green) and so on would be a real deal.
Doesnt have to be the avatar screen, but here some shots
that get my idea:
Yeah I need to get some clearer points of interests, I haven't really figured everything out yet but its coming to me as I finish things and move props around ^^
I love the idea of waterfalls but I'm not sure how much fantasy I want to put into it, but I might give it a go to just see how it works
Yeah I need to take a proper pass at the lighting, I think I will abandon the fully dynamic GI thing and place stationary lights as fill lights instead since performance right now is unacceptable, without it I had a solid 25-35 fps with it fully dynamic I have between 5-12
I am planning to do some flocks of birs flyng in the level
as well as some mist and clouds!
I have some white flowers in there now since I didnt really find any ref for really colorfull flowers but I guess I can bend the truth e little for the sake of interest maybe get some yellow and blues in there.
Great images! I'll see if I can incorporate some more visual interest in the cliffs
Also... Nice work
They are currently 2 different cliff meshes each with a unique normal map and base color and then I'm adding 2 more layers of details through tiling maps in the shader as well as a gradient towards the bottom thats projected in world space
their structure of branches is made properly, that's why they look so realistic however there is something wrong.
I am not sure what is the problem but the scene in closeups looks a bit flat, that could be lighting or diffuse textures (colors may be too uniform)
anyway great job!
I think you also should consider what currve said. Desaturating (or adding a bit more color variation to) your foliage just a slight tad would add a lot of realism to the scene in my opinion (if that's what your going for that is).
There is a lot of color variation going on in these trees there.
One question btw:
Did you sculpt your bark/ground textures or did you compose them of photos or both?
Great work man! So keen to see how this turns out in the end!
Cheers
I just wanted to echo AkiRA about some color variation and slight desaturation. It looks a bit plasticy when alot of the foliage has a very similar green color.
Looking forward to the breakdown!
The Lighting is definitely coming along. I am looking forward to seeing you touch it up.
Looking amazing so far. I agree it needs more colour variation, maybe some red leafed trees like in the pic below?
I think that the noise reduction for the rocks really helped. Part of your point of interest problem is scale of detail for the rocks. You have the same size for all noise and cracks and there's no flat calm areas to rest your eyes on. The size of the individual rock models is contributing to this as well, same scale everywhere.