did a bit more work on the ghost during my lunch break, not sure how i feel about the eye area.....might call for some rework but slowly getting in those high poly details.
hopefully ill be able to work on the environment this week
Little Light Day 4:
Feel like I have just about nailed the high poly in terms of form and detail
have some holes to cap
need to tweak the lo-poly
UV lo-poly
Bake hi-poly to lo-poly
Texture
and then finally Rig and animate low poly
but let me know what you guys think
You might want to work on your materials. Getting a few really good trim textures to work with is far better than having a large variety of textures in the scene if what you have is sub-par.
This is more of a polish thing, but in most sci-fi games in general, all lights have a flare on them as well as some glow accompanied in the flare. Also, Destiny Mars has a very specific palette of colors we use for the lights, might be something worth taking note of. Also, the far attenuation, or the area of effect that your lights reach out is really tiny right now. They just don't seem like they are doing much.
You are getting a huge red wash over your entire scene right now. There is a lack of clarity that comes through because of it. Remember that the Sun isn't the only light that will effect the outside scene. Having a clear and present ambient lighting will help give clarity to your scene. Right now, the lighting, textures, atmosphere, and everything is just combining together to produce a very muddy final image. I would work on separating your foreground, middle ground, and background some more.
Keep up the good work though! It's coming along nicely
Good morning Polycount, Thank you guys so much for the feed back i really appreciate it!
@cactus on fire
Thanks man, I really appreciate that
@Beefaroni
Not at the moment, but I am considering mirroring some of them. I having some issues baking the high res some of my details are not coming through....so i think i might need more texture space for those areas.
@RogelioD wow thank you for the critique it was awesome I tried to implement what you said hopefully you like it .
-Materials: Yes you are 100% correct here, last night when i was wondering around mars taking screen shots i was blown away by how well you guys reuse textures. I have some ideas on how i will implement this I'll try to get this in soon.
-Lighting: again 100% on target my lighting was way off, i went through that area in mars and took screen shots so that I can be closer to yalls color pallet. I agree i defiantly need light glow and flare, I played with the lightin hopefully its looking better
so now on to changes:
Completely overhauled lighting and atmospherics
Implemented sand 2.0
thoughts:
after running around mars last night and taking some images there are defiantly some areas that my scene is lacking in, I feel i need to spruce up the back ground and get those trim textures in ASAP. Work on sand variation,need to create light and dark variants and implement them in landscape.
But let me know what you guys think
@Beefaroni
Not at the moment, but I am considering mirroring some of them. I having some issues baking the high res some of my details are not coming through....so i think i might need more texture space for those areas.
Mirroring is pretty standard for assets like that. Even on most of my guns I'm usually mirroring 50-80 percent of the asset to give more texture density. I think that will help a ton and it will definitely be something that studios look for on art tests.
Sick potential. Definetly needs more contrast on the building itself to bring up the points of interest and make the composition look more interesting. You can use lights for that. Also you can start adding in atmospheric fog / flying dust particles. I feel like those will really bring your environment to life
eefaroni - Yeah good point.....I have since ironed out the baking issues and I have mirrored some of the uv's i need to get you a pic lol
@VBAGUIROV - Thank you so much man, i agree now that I'm using tile able textures and starting to implement decals i think ill be able to do that alot easier
I am very excited to show you guys what I did this weekend! MARS WITH 256x256 TEXTURES!!!! I am making the move from custom textures to tillable ones so that i can reuse materials and have it be a much smaller performance hit. I have included material break downs of the assets in the scene that are only using 256x256 sized textures using masks, decals and vert painting to achieve the level of detail i wanted.....i think i have like 3 more assets to convert over. I also did alot of the work on the environment its self, placing some more background meshes and adding rocks an breaking up the sand color. I still need to create materials for the back ground buildings and i think i may create a couple more buildings to break up the shapes. I'll be working on a boarder textures sheet soon as well Please let me know what you guys think and Happy Monday!
So got a little of time to work on Mars, I put in place holder particles to kinda get a feel for what I'm going for and started to flesh out some of the background with some of the meshes i have already made.
So i need to continue fleshing out the background and get the particle emitters to a better state than they are currently at. But let me know what you guys think
Played with the color of the scene and built the lighting. hopefully ill be able to find some time to do some more substantial changes to the environment next week! But let me know what you guys think and may the force be with you!
WOOOOOOOOOOOO HAPPY NEW YEAR!!!! I hope everyone had an amazing break! I was able to do a little work over the break....i hope you guys enjoy! as always let me know what you guys think.
Any chance we could see your maps and set up for the sand material. Working on sand myself for an environment. The environment looks awesome so far so keep it up you have nailed the destiny look so far
@mats effect sorry for the delay man I have been so busy and have not had alot of time to work on it. But the Sand is made in substance I snapped a screen of the mat. I have also done some major changes to the scene working on some of the BG meshes as well as adding a truck but it is really rough and still in a block out phase I have plans to expand the scene and i need to start blocking out some of the interiors....idk if I am happy with the scale of some of the meshes. The light has also changed quite a bit. but let me know what you guys think
Did a lighting build with the new sky box Still need: -Refine SkyBox -UV the new buildings -Refine the Car and the truck -Texture Surrounding Buildings -Refine Particles -support Props?
I feel like it's too much orange overall. (Unless it's in the middle of a sand storm of course) I do like some of the cooler tones in the concept. It's partly subjective, no doubt.
Thank you so much for the reply @Cay ! That is defiantly something I have been toying with, I see where you coming from when I do my next lighting pass I'll ease up on the orange and try to get a better balance of color.
As my lunch break comes to a close, the UVs on the car are done, but i may have to tweak the mesh a bit some of the areas look a bit soft. I also started taking a closer look at the truck....and she needs some work, but let me know what you guys think also when you think martian space truck what if any attachments come to mind.
Happy Monday!!!! Over the weekend i did a ton of work on my Mars Project, from implementing cloth, to uving assets and created a tileable material to tweaking the light and some particles. Break downs will be coming hopefully tonight, but let me know what you guys think.
Hey gang! I hope yalls weekend is going well, I got a bit of work in, sorry not being able to build the lighting....I keep running out of memory I'll end up building the lighting on monday....but... Here is what i was able to get done today, -Sculpted sand -Painted sand -Started on Car shader (its not ready to show but you can see it in the first image) As always let me know what you guys think!
wooww dude, so much dedication into a project for that long. This is impressive, This has come a long way.
Take this with a grain of salt, considering how rusty Mars is, I feel like exposed bare metals should be rusty or something unless its treated by space builders. Add some scratches, bump marks from tiny little Martian rocks. The sands dont feel lightweighty, they feel hard and solid unless it avalanched there or if thats what youre going for.
The error with Lightmass running out of memory is very likely caused by the amount of geo in your landscape. The only thing you can really do is reduce it or get more RAM. Correct me if I'm wrong though, I had that problem once.
@nastobi123 thank you so much man I am glad you are enjoying it! That is something i have been struggling with, but I am leaning toward not having rust in the scene, since rust is caused by water. But i am working on the car shader to be in sync with what is going on in the scene, I have an idea for a a dirt/grim/sand blow mask that is run by my wind direction in the scene. I definatly agree with the rocks....i added them too soon in the process....i think ill use pictures from the rover and kinda rework/rethink my approve with that.
@Cay I don't know it is really kinda weird....sometimes i am able to build my lighting and other times i am unable to its really hit or miss. I do know that since my C doesn't have alot of space on it that i am not able to do high quality light builds. One thing that i defiantly need to do is limit the amount of programs that run on start up.
I am thinking thought that my lighting is going to change since one of the goals for the scene was to have a day/night cylce....i have a few ideas on how to do this but since this plays a huge part of my lighting i feel its a system that i need to get a rough version working but anyway Here is the scene with built lights wooo
In general the lightmass out of memory message relates to RAM as far as I know. Now it may very well be that you are very close to the available budget and by not opening too many programs simultaneously or restarting the editor you can free enough memory to get it working. I just wanted to suggest what might be causing it.
@Cay thanks man i will definitely try that, it would be nice to build lighting at home again ahahah NASTOBI123 you were right.....there is water on mars lol...so there will be rust But during lunch I was able to create a car shader that now applies sand to the mesh based on wind direction and is scaleable I also have a daynight cycle workingish.....i just need to be able to update my spherical reflection captures. But let me know what you guys think.
Happy Monday Polycount! I was not able to do a lot of work this weekend, I started doing some material refinement as well and getting a good base for my day night cycle. Still needs some work but its a good base, I also created 2 new materials in substance, concrete and rust. https://www.youtube.com/watch?v=1sxzrhWjYjw&feature=youtu.be ^Wip Day night Cycle
I did a bit of work on my scene last night, added a trim material and a material for the ceiling of the structure, I may add a mask to show damaged paneling for the ceiling idk, what do you guys think?
Your sun is too blown out. try more subtle or a different lens flair.
Your sky texture doesn't match the concept, where is the blueish gray? Your overall image is brownish orange.
The sand doesn't look like sand. Do some more homework; look at sand dunes and snowdrifts, they have a certain shape as they slowly ramp up to their peaks or to the edges of hard surfaces....they are not usually lumpy as you have modeled them. The sand dunes should look as though gravity and wind has helped form their shapes, your structure is wrong. Really pay attention to those shapes in the concept. They are executed correctly in the concept. From a distance your entire scene should feel like someone dumped a bucket of sand from the top and it's flowed out throughout the shapes from the top to it's resting place on the bottom.
Your silhouettes are not as strong as the concept art.
Your building has lost a lot of it's big grounding shapes and suffers because of it. (example the large cylindrical pillars are thicker in the concept and help ground the roof piece....yours are too skinny.) Overall look at the concept and rework a lot of your shapes. The subtle proportions in the concept are not accidents.
Apologies if you background buildings are temp but they are destroying the quality of this scene. I'd revisit those as soon as possible.
@pixelpatron Thank you so much for the awesome critique!! Sorry it took so long to respond it has been a crazy couple of days.... I am in the process of implementing some of the changes you pointed out that are wrong with the piece and i completely agree with you so along with some of the changes you pointed out i added a new prop to the scene as well as clutter up the environment and change the lighting! let me know what you think
Hey whats up guys a bit of a delay in getting this on here....but i did some more work on the lighting..... so the next steps from here, since moving to austin and attempting to achieve my childhood dream of someday making games I have heard some feedback about my portofolio lacking high res meshes....I will be taking a break from Mars to create a couple high res assets. But when i'm done I am planning on going to town with high res models on mars but as always let me know what yall think
So Changing Gears a bit.....the first High Res asset I am working on is in the destiny vien... The Bad Ju Ju Exotic Pulse Rifle the low res is almost done then itll be on to the high res Let me know what you guys think
I made some progress really digging into some details on the gun during my stream today, check it out! I have started streaming my work on twitch.tv/cglewis92 i am usually on 9-5 central time
I've been struggling to grasp a feel for the background buildings since the beginning of this project... I really hadn't figured out why but apart of me is saying that it is very possible it's because of that DoF you've got going on.. I've never really been a fan of the DoF feature in UE4 and I generally don't use it (sorry if that's blasphemy)... but I guess what I usually do to kill off the lack of definition in distance is using fog as the back bone to the entire atmosphere... are you currently using a fog? I'd much suggest using that instead of the DoF for this... also because I believe landscapes don't blur like this in real life when you're staring at this distance unless there's something super close to the camera for eye focus shift, don't quote me on this I could be wrong but it's just what I've gathered from observing real life. There could be this incredibly scientific explanation for why I'm horribly wrong lol.
Maybe you could get away with it as heat rays since it is mars and all... but in that essence the blur would need to be animated in a wavy essence to further support the atmosphere... just a suggestion...
no i totally agree @Kid.in.the.Dark right now i am using a mix of atmospheric fog, height fog and then some DoF. it could also be that they are pretty low poly. Right now I am working on upresing my portfolio so for the time being this scene is tabled but it is not out. As soon as i land a gig in Austin, I will focus on upresing this scene and hopefully be able to finish it
But today i was able to continue the advancement of my high poly check it out let me know what yall think
As the week nears its end so does the completion of the Bad Ju Ju Highpoly Hopefully tomorrow we will see her finished anyway let me know what you guys think
Gun's looking pretty cool so far. I'm going to try and crit your environment though because as of right now I think personally it's not looking nearly as good as it could. I like your modeling and your texturing is pretty good but the scene itself is just okay. Even though you said you're tabling this piece for now I thought I would drop some crits on it for you.
Here's the big things I think you can do to make huge improvements to the scene. - Get rid of the dof - Get rid of the light shafts - Cut out the fog for now - Make the sun and light white (Maybe keep your skylight on a dark slightly blue-ish tint) - Make your sky simple. Just a light blue with maybe some crisp but slightly difficult to see clouds - Brighten up your scene and reduce the contrast. You have so much contrast in the scene the blacks are way too black for something like this. Even in the shade walls should be very easy to see. You might look into either using lightmass to bake or look into activating dfao and dfgi which in my opinion produces better results than light propagation. - At that point I think you could introduce some subtle particle effects to make the scene really come to life.
Regarding your gun. I think it's looking pretty cool so far. Your edges are probably too sharp though to get a good clean bake.
Replies
but here is day 2 of my lunch time wip
i need to retopo the mesh but let me know what you guys think
hopefully ill be able to work on the environment this week
but let me know what you guys think
Feel like I have just about nailed the high poly in terms of form and detail
have some holes to cap
need to tweak the lo-poly
UV lo-poly
Bake hi-poly to lo-poly
Texture
and then finally Rig and animate low poly
but let me know what you guys think
Almost done, just need to massage some of those UVs then its off to Baking
Some notes:
You might want to work on your materials. Getting a few really good trim textures to work with is far better than having a large variety of textures in the scene if what you have is sub-par.
This is more of a polish thing, but in most sci-fi games in general, all lights have a flare on them as well as some glow accompanied in the flare. Also, Destiny Mars has a very specific palette of colors we use for the lights, might be something worth taking note of. Also, the far attenuation, or the area of effect that your lights reach out is really tiny right now. They just don't seem like they are doing much.
You are getting a huge red wash over your entire scene right now. There is a lack of clarity that comes through because of it. Remember that the Sun isn't the only light that will effect the outside scene. Having a clear and present ambient lighting will help give clarity to your scene. Right now, the lighting, textures, atmosphere, and everything is just combining together to produce a very muddy final image. I would work on separating your foreground, middle ground, and background some more.
Keep up the good work though! It's coming along nicely
@cactus on fire
Thanks man, I really appreciate that
@Beefaroni
Not at the moment, but I am considering mirroring some of them. I having some issues baking the high res some of my details are not coming through....so i think i might need more texture space for those areas.
@RogelioD wow thank you for the critique it was awesome I tried to implement what you said hopefully you like it .
-Materials: Yes you are 100% correct here, last night when i was wondering around mars taking screen shots i was blown away by how well you guys reuse textures. I have some ideas on how i will implement this I'll try to get this in soon.
-Lighting: again 100% on target my lighting was way off, i went through that area in mars and took screen shots so that I can be closer to yalls color pallet. I agree i defiantly need light glow and flare, I played with the lightin hopefully its looking better
so now on to changes:
Completely overhauled lighting and atmospherics
Implemented sand 2.0
thoughts:
after running around mars last night and taking some images there are defiantly some areas that my scene is lacking in, I feel i need to spruce up the back ground and get those trim textures in ASAP. Work on sand variation,need to create light and dark variants and implement them in landscape.
But let me know what you guys think
Mirroring is pretty standard for assets like that. Even on most of my guns I'm usually mirroring 50-80 percent of the asset to give more texture density. I think that will help a ton and it will definitely be something that studios look for on art tests.
@VBAGUIROV - Thank you so much man, i agree now that I'm using tile able textures and starting to implement decals i think ill be able to do that alot easier
I am very excited to show you guys what I did this weekend!
MARS WITH 256x256 TEXTURES!!!!
I am making the move from custom textures to tillable ones so that i can reuse materials and have it be a much smaller performance hit. I have included material break downs of the assets in the scene that are only using 256x256 sized textures using masks, decals and vert painting to achieve the level of detail i wanted.....i think i have like 3 more assets to convert over. I also did alot of the work on the environment its self, placing some more background meshes and adding rocks an breaking up the sand color. I still need to create materials for the back ground buildings and i think i may create a couple more buildings to break up the shapes. I'll be working on a boarder textures sheet soon as well
Please let me know what you guys think and Happy Monday!
hopefully ill be able to find some time to do some more substantial changes to the environment next week! But let me know what you guys think and may the force be with you!
I hope everyone had an amazing break!
I was able to do a little work over the break....i hope you guys enjoy!
as always let me know what you guys think.
sorry for the delay man I have been so busy and have not had alot of time to work on it. But the Sand is made in substance I snapped a screen of the mat.
I have also done some major changes to the scene working on some of the BG meshes as well as adding a truck but it is really rough and still in a block out phase I have plans to expand the scene and i need to start blocking out some of the interiors....idk if I am happy with the scale of some of the meshes.
The light has also changed quite a bit. but let me know what you guys think
Still need:
-Refine SkyBox
-UV the new buildings
-Refine the Car and the truck
-Texture Surrounding Buildings
-Refine Particles
-support Props?
But let me guys know what yall think
I do like some of the cooler tones in the concept. It's partly subjective, no doubt.
That is defiantly something I have been toying with, I see where you coming from when I do my next lighting pass I'll ease up on the orange and try to get a better balance of color.
Over the weekend i did a ton of work on my Mars Project, from implementing cloth, to uving assets and created a tileable material to tweaking the light and some particles. Break downs will be coming hopefully tonight, but let me know what you guys think.
Let me know what you guys think
Just some work I was able to do today along with some of the materials I created for the scene.
I'll end up building the lighting on monday....but...
Here is what i was able to get done today,
-Sculpted sand
-Painted sand
-Started on Car shader (its not ready to show but you can see it in the first image)
As always let me know what you guys think!
wooww dude, so much dedication into a project for that long. This is impressive, This has come a long way.
Take this with a grain of salt, considering how rusty Mars is, I feel like exposed bare metals should be rusty or something unless its treated by space builders. Add some scratches, bump marks from tiny little Martian rocks. The sands dont feel lightweighty, they feel hard and solid unless it avalanched there or if thats what youre going for.
Goodluck bro, can't wait to see this finished.
I definatly agree with the rocks....i added them too soon in the process....i think ill use pictures from the rover and kinda rework/rethink my approve with that.
@Cay I don't know it is really kinda weird....sometimes i am able to build my lighting and other times i am unable to its really hit or miss. I do know that since my C doesn't have alot of space on it that i am not able to do high quality light builds. One thing that i defiantly need to do is limit the amount of programs that run on start up.
I am thinking thought that my lighting is going to change since one of the goals for the scene was to have a day/night cylce....i have a few ideas on how to do this but since this plays a huge part of my lighting i feel its a system that i need to get a rough version working but anyway Here is the scene with built lights wooo
NASTOBI123 you were right.....there is water on mars lol...so there will be rust
But during lunch I was able to create a car shader that now applies sand to the mesh based on wind direction and is scaleable
I also have a daynight cycle workingish.....i just need to be able to update my spherical reflection captures. But let me know what you guys think.
I was not able to do a lot of work this weekend, I started doing some material refinement as well and getting a good base for my day night cycle. Still needs some work but its a good base, I also created 2 new materials in substance, concrete and rust.
https://www.youtube.com/watch?v=1sxzrhWjYjw&feature=youtu.be
^Wip Day night Cycle
Here is some work i was able to do today, as always let me know what you guys think!
As Always let me know what yall think
Based on your image compared to the concept art:
- Your sun is too blown out. try more subtle or a different lens flair.
- Your sky texture doesn't match the concept, where is the blueish gray? Your overall image is brownish orange.
- The sand doesn't look like sand. Do some more homework; look at sand dunes and snowdrifts, they have a certain shape as they slowly ramp up to their peaks or to the edges of hard surfaces....they are not usually lumpy as you have modeled them. The sand dunes should look as though gravity and wind has helped form their shapes, your structure is wrong. Really pay attention to those shapes in the concept. They are executed correctly in the concept. From a distance your entire scene should feel like someone dumped a bucket of sand from the top and it's flowed out throughout the shapes from the top to it's resting place on the bottom.
- Your silhouettes are not as strong as the concept art.
- Your building has lost a lot of it's big grounding shapes and suffers because of it. (example the large cylindrical pillars are thicker in the concept and help ground the roof piece....yours are too skinny.) Overall look at the concept and rework a lot of your shapes. The subtle proportions in the concept are not accidents.
- Apologies if you background buildings are temp but they are destroying the quality of this scene. I'd revisit those as soon as possible.
Good luck.Thank you so much for the awesome critique!! Sorry it took so long to respond it has been a crazy couple of days....
I am in the process of implementing some of the changes you pointed out that are wrong with the piece and i completely agree with you
so along with some of the changes you pointed out i added a new prop to the scene as well as clutter up the environment and change the lighting!
let me know what you think
so the next steps from here, since moving to austin and attempting to achieve my childhood dream of someday making games I have heard some feedback about my portofolio lacking high res meshes....I will be taking a break from Mars to create a couple high res assets. But when i'm done I am planning on going to town with high res models on mars but as always let me know what yall think
The Bad Ju Ju Exotic Pulse Rifle
the low res is almost done then itll be on to the high res
Let me know what you guys think
Maybe you could get away with it as heat rays since it is mars and all... but in that essence the blur would need to be animated in a wavy essence to further support the atmosphere... just a suggestion...
But today i was able to continue the advancement of my high poly check it out let me know what yall think
Wooooo More High Poly Goodness!!!!
As always let me know what yall think
Hopefully tomorrow we will see her finished
anyway let me know what you guys think
Here's the big things I think you can do to make huge improvements to the scene.
- Get rid of the dof
- Get rid of the light shafts
- Cut out the fog for now
- Make the sun and light white (Maybe keep your skylight on a dark slightly blue-ish tint)
- Make your sky simple. Just a light blue with maybe some crisp but slightly difficult to see clouds
- Brighten up your scene and reduce the contrast. You have so much contrast in the scene the blacks are way too black for something like this. Even in the shade walls should be very easy to see. You might look into either using lightmass to bake or look into activating dfao and dfgi which in my opinion produces better results than light propagation.
- At that point I think you could introduce some subtle particle effects to make the scene really come to life.
Regarding your gun. I think it's looking pretty cool so far. Your edges are probably too sharp though to get a good clean bake.