L'Atelier
last update screenshot:
In this thread I will post updates on my upcoming graduation project, L'Atelier.
In the meantime, here are some images from the pre-production of this 3D environment.
Critique is much appreciated as there is plenty of time to still change things!
Replies
I'd say put a decal on it, but I know how shit UE4 is with shadowed decals.. (unless they fixed it )
Are you going for a realistic/semi-realistic/stylized texturing? I think this would look amazing if you'd texture it like some watercolor painting. Totally fits that French feeling it gives right now. But ofc that's just my opinion
Here's a ref of what I mean:
You're already... wow. More please.
One thing to look at as you progress in the project would be how the bricks and plaster blend on the building shown it's currently a harsh blend. Either a more subtle mask or lighter touch with vertex colour values would blend them in a more natural way.
Depending on the models geometry you may also need to add some vertices or edges loops to allow for greater variety when applying vertex colours.
Some examples of worn plaster on brick:
https://www.google.co.uk/search?q=brick+plaster&es_sm=93&biw=1920&bih=989&source=lnms&tbm=isch&sa=X&ei=QDa2VOXMCoPV7ga-6oGYCg&ved=0CAYQ_AUoAQ
Also, art tells a story, I can see something start to form but don't be afraid to really think how people used the space, try to tell an interesting story and with the quality of your work it could really work in your favor.
Pretty good dude, can't wait to see it finished.
I will post some reference and moodboards asap.
My first WIP screenshots:
I will try to post something every week from now on!
Are you using PBR for this? Only major crit across the entire project so far is lack of major material definition, every thing is coming across as pretty flat. That being said, the overall texturing so far is pretty damn solid
Add3r
Thanks for that feedback!
On nearly all assets I'm first trying to get a basic albedo and normal map. I'm not sure why i don't do all specularity/roughness maps at the same time. Maybe i'm scared of this PBR thing, or maybe I want to get a basic representation of everything first But hey yes! I agree that I should look at the shaders more. (the table needs a normal rebake) soft normals on a 90 degrees angle have been causing quite some artifacts and ugly shading at the edges of my assets)
The balls on you for taking on glass in UE4, I have as yet to figure out a way to get clear glass to look good beyond introducing visual defects like dirt/dust/scratches. Then again, I think Epic is still working on their translucency shaders.
Looking forward to more.
Only complaint is about the paint on the palette; it looks metallic. Not sure why, but it's distracting my eye a lot.
Keep it up!
Colours are so hard tried twenty colours on the windowshutters, still not happy.
I reckon a nice green would go great https://s-media-cache-ak0.pinimg.com/736x/66/35/55/663555d76889823dbb65b9362a3247fa.jpg
Yes, I agree with the green shutters I like that reference image a lot! I toned down the yellow of the plaster a bit because the building started to look a bit like an easter egg
Now i will need to make this side of the garden just as pretty!
subbed
Starting to add some vegetation
Can you show us how you made the Roof?
The shot overall feels a little too busy. Its hard to find a place for the eye to rest beyond the buildings on the top right.
The harsh lighting on vegetation is probably a big part of that. There is a whole lot of contrast in the grass and the leaves, lot of lights and darks that look really busy. If you can find a way to get some transmission in the vegetation to soften the light response that will help quite a bit.
Also, I'm guessing this is a mipping issue, but the texture on that couch looks pretty low res compared to everything else around it. Stands out quite a bit.
Other than those things, I'm digging this quite a bit. Good stuff!
Hey thanks! . The roofs are currently a very rough decimated model that needs further retopologising. Its a tileable texture i made in zbrush and then made a low poly tileable model out of it's heightmap.
@ Gsokol
Thanks for the feedback. I agree with you that i should try getting a more clear composition without to much distracting shadows. I have a lot of trouble getting my vegetation shader right, even with the new features in 4.7.
Also are you using any SSAO or DFAO? One of my favorite things about the new SSAO is being able to control the direct and indirect contribution, which I usually lower the direct quite a bit.
Do you think this is better?
@Mad wow that's awesome I like it. bit over the top but for screenshots it works well!
I'm handing this in this week for my first deadline.
I have a few more days after that to tweak and fix some small things.
Thanks for all the help and feedback guys!
[ame="https://www.youtube.com/watch?v=OSMGPseSuro"]https://www.youtube.com/watch?v=OSMGPseSuro[/ame]
Jaw droppingly beautiful! Well done! :poly135: