Hello everyone!
I'm taking this summer off school and work to put together a portfolio and maybe get my foot in the door somewhere when I move back to the bay area. I'm aiming to be an environment artist. I've done a few in the past, but none that are portfolio worthy.
I want to work on an environment that will allow me to tackle many different aspects of environment art. After a long search I found this concept by Matt Gaser:
"The information sphere just inside the gates of Horizon will tell you how to reach your destination"
Matt's Website
Not only is it fantastic, but it contains a range of material from foliage to industrial aspects. It is, however, a little vague in areas so I've done some reference collecting and interpretation. I'm aiming for an Astral/Floral theme.
Decor ( ToDo: Floor tile reference)
Spheres
Foliage (ToDo: Flower reference)
Basic Floor Plan
Tonight I'll get started on the blockout while I await Matt's approval.
All comments and critiques appreciated!
Replies
Most recent update:
You've picked up a challenging concept art. But a great one! How much time do you think you'll need to complete it and what softs and tools are you going to use? Thanks!
I'm versed in both Blender and Maya, so there may be some hopping to take advantage of certain tools while I do the base modeling. From there I will be sculpting and creating tileables within Zbrush. Xnormal and Photoshop for texturing, and finally I will build it all in Unreal Engine 4. I expect my biggest obstacle to be getting to know the intricacies of UE4, as I've only learned the basics so far.
As for a time estimate, it's a little early to say, but ideally a month. I know that sounds optimistic, but as I said I'm free to work on this for the summer. If my bubble needs bursting then please do.
Matt's given me a speedy reply, it's a go!
Plus bonus material!
"When I was creating this environment it was designed to be a lobby area to a fantastical planetarium. The red floating ball and sub orbiting balls are Mars and its moons "
Good to know! I didn't think of that.
One month seems doable. Please don't hesitate to share with us your progress!
Yeah I've been back and forth with Matt, he's great! He also gave me these two parallel pieces for more context and helped me define what's going on here.
Here's where I'm at so far with the block-in. (Cycles Render)
Tomorrow I may start the morning light with some paint over and see what needs to be added/changed.
What do you think?
Today I worked on the floor material. I can blend between a pristine floor and a more scuffed up floor with shoe marks.
(Gold material not mine)
Here's my node setup if anyone has suggestions on this materials.
Thanks!
Have you done an environment piece in UE4 before?
Oh and here are my maps.
I'll downsize to 1024 when I'm comfortable with it.
I'm hesitant to do the centerpiece just yet, I don't want to get to the end and feel like I have to re-do it. Think today I'll start in on the walls.
Here's what's new:
- Adjusted floor color/value to try to match concept
- Created wall texture/material
- Created first trim texture/material/geo
Big thanks to Paul Tosca and his marble brushes!
http://www.polycount.com/forum/showthread.php?t=152882
Still need to flip some normals here, bear with me.
(copper globe material not mine)
Mars themed trim
Any comments/critiques appreciated
The softness of the concept art is very appealing, are you going to attempt to capture that in your final scene?
I'll see about cleaning up the seam, or maybe even just making it look like the natural cut in the marble. Thanks
Alright I've tried my hand at tweaking the lighting, as well as created a sheet of trims. Still a couple more trims to make/place. I've also added a stand-in skylight cage.
Might need some help from someone experienced in materials there
Comments/Critiques always appreciated
(Once again still some place-holders ie: copper globes)
UE4's HighRes Screenshot function is giving me this weird darkened sectioned to the right............................................................^Here^
Critiques/Comments always appreciated.
@mrgesy I think you're right, I've sampled the concept on the left and my screenshot on the right. Looks like I need to tweak some stuff.
Also, what might make it easier for us to read your scene off the concept is maybe the same angle as the concept because I was going to comment that the floor wasn't reflective until I saw the edge of it on the right.
-EDIT-
Having another look at this... I think you should reconsider the design of your center piece under the sphere... it's your main focus and throwing a generic concrete texture all over it screams dull to me... you've generated some nice designs on the slates on the walls and such... It would only make sense to have something more complex in design in the very center of the room.
Keep going (Y)
I should make clear once again, the centerpiece ( fountain/globes ) is in fact just generic geometry/materials for block-in purposes. It'll be replaced entirely. I haven't done it yet because I'll inevitably learn a lot along the way and I want to apply all that to the focal point.
The blocking phase is looking good.
About the weird artifacts with the high-res screenshot option, it's often the case with some lighting parameters. Is your current lighting static or dynamic?
In a dynamic lighting environment, I corrected this kind of hi-res screenshot artifact by making sure all the lights were set on "movable" and by adjusting the shadow bias function of each light. It can help.
Birthday weekend separated me and the computer for a couple days, but I've made some progress.
I've played with lighting a bit and trying to pull more color into the scene. Screens now have a stand-in blue glow for lighting. Still stand-in centerpiece.
Spent like two days trying to figure out how to make a spiral pillar. :poly127:
Also replaced the large archs.
Comments and Critiques always welcome.
(Maybe too green now?) :poly127:
Here's where I stand.
Changes:
- Lighting
- Inner Wall Monitors/Surrounding Assets
- "Fountain" Base with Animation
- Water material
Here's little video:
[ame]https://www.youtube.com/watch?v=nJR-y1MZfBI&[/ame]
When I try to record through matinee at 1920/1080 it lags pretty bad. Any way to have it take it's time and render out a smooth 30ps?
To do list:
- Better Globes w/ Animation
- Foliage
- Tapestry
- Skylight
- Finish other monitors
- Spruce up stair wells
- Entrance/Exit Doors
So another week at least. :poly124:
Thank you all for your support.
Comments/Critiques always appreciated.
https://answers.unrealengine.com/questions/33030/is-there-a-way-to-render-high-res-videos-out-of-ue.html
You might still need to process all the frames in a video editing program though.
Learned lot's of new stuff, first time creating foliage and first using substance painter for the copper planets.
A little video to show the orbits:
[ame]http://www.youtube.com/watch?v=qfN9JZ_HBRU&[/ame]
I tried adjusting the camera aspect ratio so that I could frame it like the concept but that seems to cause a crash every time? :poly127:
Comments/Critiques always appreciated.
Glad to see all the work you've done. Good progress! The foliage helps a lot selling the piece.
By the way, what was your process for creating the vegetation? Did you use SpeedTree or did you make it by hand, only with modelling and texturing applications?
the flowers are great
as @ged said the tree needs more attention
@Ged Thanks Ged I actually forgot all about subsurface scattering, now that you mention it I think that's what I'll look into next.
@amirabd Thanks! Yeah I agree, I'll give it another pass.
New foliage shader with subsurface scattering.
Hanging Banners
New display thing in the back with scrolling Mars topography.
New front entrance
Next on the chopping block is this placeholder door.
Comments/Critiques welcome as always.
It's been an amazing learning experience and everyone's input has been so valuable. Here's a couple shots I've taken with a little post processing in PS.
Any comments/critiques still appreciated.
I didn't get to them in time before having to move back for school. This weekend though!