+++Finished!+++
+++Finished!+++I'm starting a project to dig into UE4 and get a little deeper with PBR shading. It's a still image focusing on the clunky old hardware that was around during the rise of hip hop. The setting is a dusty old basement with late-day sunlight lighting the scene. Visual target is realism.
The composition will be tight as I mainly want to focus on asset creation rather than the larger elements of the space. Here is a mood board showing the overall ambiance I'm after:
Here is a Maya blockout with the larger assets, composition and overall lighting:
Any comments or suggestions on the overall composition, layout, etc?
I started with a small asset in the scene, a cassette tape. Here is a marmoset render with the low poly, normal, AO, albedo, roughness, etc...
I'm moving onto the boom box first, the legendary Lasonic TRC-931. Here's some ref:
And here's the first pass at the high poly:
Please let me know if you see any potential baking issues on the high poly or smoothing errors. I'm going to do a final pass on the high poly and start the low poly soon.
Hopefully the full scene will get finished, but I hope to get some nice props out of it at a minimum.
Any comments or critique are welcome!
Replies
Can't forget an MPC in there somewhere :poly124:
I got the boom box baked down. Here are some Marmoset shots...
I'm going to start texturing and get the scene blocked in UE4 soon.
C&C welcome, thanks.
@JoshuaG: I saw that movie. In a theater. It had almost been wiped from my memory until now. Thanks a lot!
I'm curious of this as well.
And Sequisha is correct, normal and alpha were baked down from the high poly.
I'm a little concerned that the pattern is too small and may not hold up at lower texture resolutions. I might need to exaggerate the scale and re-bake it... We'll see.
I'll see if I can make some screenshots to illustrate the process when I get home.
Gotta admire that detail!
seriously though this is a good start, keeping my eye on this one
@Deathstick: Thanks man. I hear you on the Cassette. There were multiple times when I felt crazy investing the time/detail, but I really wanted to use that to iron out some kinks in my baking workflow (especially on hard surface stuff). The good news is that the Boom Box went relatively smoothly, so all systems go! (until the next mystery baking error pops up.) :P Hopefully the detail will pay off in the end.
@GrungyStudios: Haha thanks!
@JoshuaG: Here's the normal map with extra fancy knob indicators.
Thanks again everyone for the kind words and encouragement. It will be about a week before I can make any significant progress, but any additional C&C are welcome.
UE4 Question: I also have the scene blocked out in UE4 and am building my master material for the scene. (Not worth showing yet as the lighting is shit.) Does anyone have any good resources on building a shader for transparent plastic? I admittedly have only done a cursory search, but any recommendations or advice are appreciated.
C&C Please!
I still need a better IPS monitor at home so please let me know if the light color's seem off / too saturated. Thanks!
Here is the other primary prop for the scene. The Technics 1200-mk2.
The high poly is mostly complete with a few final odds and ends to add, mainly at the head of the tonearm. I will probably refine the boom box textures and flesh out the scene in UE4 a bit more before I get the low poly / baking done on the turntable.
C&C Please!
Also smooth models as well
I do agree with Nastobi...you could bet some more weathered materials... its gonna make the whole think believable but you maybe doing a first pass on textures...
Looking forward to see more
P.S. congrats on your maraige :thumbup:
I'm feeling pretty happy with how the scene lighting is coming together, but on the other hand I've been looking at this so long I might be missing some issues. I have a few final props to finish (turntable, milk crate, records, other odds and ends).
Any critique or comments greatly appreciated. Thanks!
Which software did you use to bake the maps? And even the retopology on the ghettoblaster looks a little bit odd to me. Is an algorithm like decimate?
Grats on your work
Marmoset Viewer HERE
Any comments or critique appreciated as always. Thanks for looking.
Super cool piece, but I'd check the materials on the cassette cases, they look super metallic and not like clear plastic. Probably a side effect of using the albedo in the spec channel.
@Poinball : I'm using the metalness workflow in UE4 and that's set to black. Unless I'm mistaken that means that the albedo doesn't affect specular color and only the roughness controls reflection / highlights? Either way I'll revisit the spec work on the cases. Thanks for looking.
Awesome dude Love the theme
Although, as an aside... hip-hop is far from dead
Atmosphere, Murs, Illmaculate, Aesop Rock, Yonas, Grieves, Prof, Blueprint, Romaro Franceswa, POS, Kitty, Luke Christopher, MF Doom, Sage Francis, Buck 65, B. Dolan, Watsky....
FAR from dead!
(My Hip-Hop Gems Spotify Playlist https://open.spotify.com/user/1290183242/playlist/1ta5fAzetfBi1lrXkRpcck )
@Earthyn: Thank you. The repetitive detail on the speaker area is bothering me also! I will have to look for a way to hide that better. Stacked UVs backfired there. Anybody have any ideas for getting unique wear in UE4 on an asset like this? Maybe a separate UV set? Hm. I will look into it.
@RogelioD: Thanks a lot man. I hear you, there is still a lot of good contemporary rap and hip hop out there. I guess the title was meant to speak to the retro theme and 'golden age' era hip hop. There are some artists in that list that I haven't heard before. I'll check em out next time I need some motivation to plow through some tedious stuff on the piece.
@Kel-Shaded: Thanks!
I'd be grateful for any critique or feedback, especially on the lighting and post work. I really like working with the post effects, but may have overdone it? Here's a comparison with the 'raw' render out of UE4.
Thanks for looking!
More breakdowns and Marmoset viewer shots on my website and Art Station