This is an old art thread which is probably still linked to from some other sources, so if you've landed here please check out some of my newer tools
New! Pixel8r v1.5
https://gum.co/pixel8r
New! Advanced Normal to Roughness Node
https://gum.co/n2r
Dog Library Generators - Substance Designer
https://gum.co/DogLibrary
3D Wood Generator - Substance Designer
https://gumroad.com/l/3dwood
If you find these valuable, please consider purchasing in order to help support my efforts towards providing more things like this.
Thank you for looking! All feedback is welcome!
Replies
I could really use some help taking this further! I'll be trying to start applying at studios soon and want this scene to be at the forefront of my portfolio.
A little bit more progress. Click the image to go to a high res vertical shot
Pushing the design further. Click the images for high res versions! Feedback is appreciated!
Aside from all this I made a 3d print I made my gf for Christmas!
And a small update, working while on my flight out here to California:
Sorry for the noisy render, I'm having to do this off a laptop. I'll be filling up the top area to be crowded with buildings, and am trying to figure out how I want the elevation as a whole to be formed. The main focal points will be around the area's I've been rendering so far.
I just finished the low poly bake of a door for my scene. Next up is polishing these materials and adding weathering effects! I'll be using these materials throughout my scene on various assets. Click the preview pic above for the full image! Once Iray works again in SD I'll post an update on this guy's texture
This is the high poly mesh, again click the image for the full view!
^ Click for full res ^
And here's a non-Iray render so yall can see the details!
And as a quick bonus, I've changed the wood and paint colors here:
Click the image below for the full resolution. This is the substance for the corbel shown above, which is just using tri-planar mapping until the wood generator is finished.
Getting things into unreal. Any feedback is welcome!
I've just put up my 3D Wood Generator up on gumroad as a pay what you like deal. Check it out at the link below and watch the jump start video for an overview of everything + future plans.
The files include the above asset with an example setup, the generator, and the sample wood grain that I currently use.
Here's my quickstart video showing the setup for the generator and future plans.
https://www.youtube.com/watch?v=E_EMBrW-jQI
Grab it below!
https://gum.co/3dwood
If you find this valuable, please consider purchasing in order to help support my efforts towards providing more things like this.
Version 2 (Paid Edition) Plans:
Approximate the true micro-structure of wood.
- Artist controllable parameters over characteristics determined by various wood species.
Better support for re-orienting assets (will also be added as a future update to this free version).
Bark generation???
Thank you for looking! All feedback is welcome!
Back to the scene now, I've got a modular building layout done and am working on finishing the first four pieces. It broken up into: facade, 1st story, 2nd, and the roof. This is using all realtime lighting due to my great frustrations with how limited baked lighting is. I'm considering making a breakdown of best practices for fully realtime scenes in UE4 towards the end of my work on this project.
Edit:
I removed all the point lights used to help show off the details and turned my fog back on to show the atmosphere I'm going for.
This is rendered with one directional light + skylight, DFAO/GI + LPV.
One small note is that an extra directional light is actually needed casting from below the horizon in order for the default BP_Sky_Sphere to enable stars. This light does not contribute to the scene in any other way however and is only there so I don't have to muck with the blueprint.
Here's my scene as it stands with working glass, VPL on the lampposts, etc. No lightmass.
I'll come back to skim down the lamps when I can!
Edit:
The power of realtime~
Tessellation test.
Here's a quick update on my progress:
I generate my rocks in a two part process. The first part gets the shapes, and allows me to make a generator for use in a separate graph. BTW, this is going to be part of a big release I'm teaming up with a friend for.
Part 1:
The tile samplers are exactly the same and should use the "Max" blend mode. The only difference between the two is that I use extremely slightly different Color Random values in order to divide them (the first blend up top). This gives me an almost perfect solid value for each of the stone shapes that I can use later for offsetting effects and making random heights.
On the bottom row I use a neat trick of blurring my result by a tiny value and passing both through a subtract. Then crush the white values all the way until it's solid white lines. The rest is a setup so I can smooth my result and control line thickness later.
Here's the different controls that I have set up. The rest is very standard stuff.
I hope this helps! Anything that's not making sense feel free to ask and I can elaborate on.
In the meantime I've got some progress on the London scene that I'm not yet ready to show off, but here's an experiment in SD that I've been posting around.
For London:
New wall light, just needs the glass and bulb. Glass I've figured out nicely in UE4 but the bulb will need special work for my dynamic lighting setup.
Worked a bit on a curtain setup to sit behind my various shop windows but MD has been bugging out on me recently. My first few tests using complex trimming failed. I'll probably add those later in the texturing phase if they need it at all. This needs a lot of work!
Started a wood pattern library for gumroad: I have another library planned along with the series I'm working on with a friend, mentioned in my last post. In addition is finally finishing my second rendering article which is about halfway done and desperately needing peer review.
I'm working on translating these to dynamic functions rather than through standard nodes so I can offer variables the user can muck with. I've got tons more patterns picked out!
Brought my pixel bricks into Unreal to play around with an idea for a future project. The dithering was a challenge to get pixel perfect with Substance but the result is very nice and I'd love to explore this further.
And finally, I made a slice of cake for my bae's Twitch! I really enjoy the Sims 1 type of vibes it has. This was done in Max and Photoshop.
Material blending in this fashion is a super easy workflow
I've posted this around already, but might as well share my updates on realtime lighting in UE4. This wall light contributes to LPV, DFAO/DF Shadows, etc etc. Old placeholder textures here.
Since I want to push fidelity I'm doing a lot of this high level material and shading work first while I iterate on the scene design itself. I can't wait to share where it's going!
Updating the thread to share my new release! I always do this at terrible hours of the day...
It's meant to add itself over a predefined roughness map, so you would use this to just roughen up the details and get that extra pop. A great use case is on hardsurface models with sharp edges that are baked into the normal map. Since sharp edges like those often appear aliased, you could use this to locally bump up the roughness of those areas!
All of this is a big mess right now. Just figuring out forms and placements. I designed the bottom so it opens up the alley more. Feels nice in Unreal. The windows will eventually be sunk into the walls and have brick borders like IRL once I start building a real kit out of this. The apse (back of a cathedral) is present, but I'm not sure it'll be necessary since my final camera angles will be confined to the street and church's front areas.
Any and all CC is super welcome!
I've replaced the roof railing with its final mesh. This is baked down, tiles nicely and is essentially finished. Now to just create the stone (concrete?) Substance. Tiling 3x (somewhat cropped here):
And begun detailing the tower balcony:
Using the gold leaf I showed a bit of here:
http://polycount.com/discussion/comment/2461911/#Comment_2461911
I applied this as a test to my clock low poly. The other materials are totally placeholder:
That's all for now!
https://www.youtube.com/watch?v=yphPQVO61BQ
https://gum.co/DogLibrary
Thanks for looking!