Hi all!
Me (Boy Sichterman), Arthur Abeen, Bert Ruiter and Timo van Hugten are currently rebuilding half life 2 - Ravenholm in Unreal Engine 4. This is part of our specialization for school.
I will be responsible for most hard surface props, Arthur vegetation and ground materials/meshes, Timo architecture and Bert more props and storytelling.
For texturing we will be using Substance designer/painter and Photoshop. Modeling/sculpting will be done with Maya, Zbrush and I personally will be using Modo as part of my research.
Because of heavy time constraints we've chosen to focus on a small recognizable part of the level as seen in the following pic:
Hope you enjoy it
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On the other hand the top bit of the water tank has some pretty obvious stepping. Would probably sacrifice 2-4 extra loops to make it look smoother.
Overall the quality is really good, especially on the texturing. I see you have four people working on this scene, how much time do you have?
Right now we only got about 2 weeks left so we started crunching already.
looks pretty good so far, the edge definition of the electricity rock pillars on bottom look very strange however
Thnx! Working on a generic blend shader right now
@ Shrike
Thnx for the feedback, I'll jump back in substance and see if I can polish it a little more.
Shame you guys won't have burning zombies and Gregori standing in the doorway, they really made that scene.
I'm definitely planning to continue working on this scene in my free time after the deadline and put that extra love in it Maybe even give myself a Zbrush refresh course and sculpt the almighty father Grigori.
Not too happy about the sprayed text, probably gonna revisit it and make it a bit more interesting but first gotta move on and create more key assets.
Also the first asset where I fully relied on the round edge shader in Modo so I didn't actually create a high poly mesh for the bake.
If more people decide to work on HL content, maybe a complete remake is possible! I would love to explore the world of City 17 again with a new pbr crowbar.
Keep up the great work and take a look at the Ravenholm concept art for inspiration
http://i.imgur.com/LahDdqJ.jpg
ps. I would remove the burn writing^^
The model is well done but I was wondering, what's that texture in the top left in the second image?
Thnx! I saw the train station before, very nicely done by Logithx. As Bedrock just pointed out, the gas cylinder is part of a trap to burn zombies but I can see how the text feels cheesy. Maybe removing it is the best option so we can re-use the asset and make a decal for the text.
@Bedrock
Indeed its part of the trap
That upper-left texture is the metallic and roughness combined, I'll make it clearer with text or separate them because I can see how this is unclear.
First, sorry for the lack of updates.
Secondly, the deadline has passed, so I'm posting some screens of the result we have so far.
We're aware there's a lot that can be improved, which we also might do when there's time available.
Same goes for changes in the level layout.
Ofcourse, feedback is still appreciated!
the grass is a little lackluster, some smaller bushes to break the transition would do a lot, maybe some color changes based on UE4 world position would help too, same for the ivy, some more yellow-ish spots would make it more grungy. The grass is like all brown while the ivy is all green currently
Yeah the chromatic aberration is a bit too much, I think the effect is even more striking because the high resolution (big images / big chromatic aberration). We'll look into that, same goes for the vegetation.