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Lifeguard house (UE4)

pikamau5
polycounter lvl 6
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pikamau5 polycounter lvl 6
Started making a beach scene with a lifeguard house in unreal 4. Here's the progress so far! :)

G4dktaF.png

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  • pikamau5
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    pikamau5 polycounter lvl 6
    played around with apex cloth simulation

    KGf3tc3.jpg
  • DanielR17
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    DanielR17 polycounter lvl 7
    Hi!
    The surf boards seem a bit small no?
    The house looks nice. You should just try to limit the hard edges.
    What's your next step?
  • pikamau5
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    pikamau5 polycounter lvl 6
    you're right, i guess putting a biped as reference in the scene would help.

    ..what do you mean by limiting hard edges?
  • SHEPEIRO
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    SHEPEIRO polycounter lvl 17
    hah i recognise that, might have modelled that for a fairly well known title years ago...its a nice little vignette to do, i certainly enjoyed it

    you should be able to get a much nicer colour balance than you currently have

    the sand looks too dark, compared to the woodwork which is prob too light (if your doing the exact one im thinking of then the paint is actually a desaturated blue colour, the bare wood parts should a touch more contrast (often the nooks and crannies have a fair bit of water damage

    adding some posters/advertising could help add a bit of life aswell as help with the colour and compostition

    its all a bit hard to tell with your lighting, very saturated from all directions and far too much ambient, I would add way more contrast between sky and the camera facing elements and cooler colour aswell.

    maybe this is something to push towards?
    7952056922_2f0ea1b4b3_b.jpg
  • pikamau5
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    pikamau5 polycounter lvl 6
    Hey thanks for the cool reference photo! never seen that photo before though but those buildings all look the same ;)

    Just realized i had flux running while adjusting the lights so i'll have to fix the colors and maybe see if some foggy mountains / city lights in the distance would work as well.
  • pikamau5
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    pikamau5 polycounter lvl 6
    added some height fog and fixed the colors a bit:

    64cM3mx.jpg
  • BenjaminoFree
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    BenjaminoFree polycounter lvl 4
    I really like the new colours!
    There's something about the building that makes it seem out of place. I think it looks slightly light blue which looks a little off. Also this is probably just a lighting issue that you'll soon fix, but I can't stop looking at the gap between the surfboard and it's shadow rXEn2zU.png
    I would also agree that the boards look quite small compared to the building

    Really good stuff, though!
  • DanielR17
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    DanielR17 polycounter lvl 7
    I also have this issue in UE when two pieces of geometry intersect, the shadow is not where it's supposed to be exactly.
    In this case the boards with the sand.
    Anyone knows how to fix this?
  • DanielR17
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    DanielR17 polycounter lvl 7
    I also have this issue in UE when two pieces of geometry intersect, the shadow is not where it's supposed to be exactly.
    In this case the boards with the sand.
    Anyone knows how to fix this?
  • SHEPEIRO
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    SHEPEIRO polycounter lvl 17
    It's called Peter pan'ing you should be able to fix it with the shadow bias but that can often cause other issues with shadow acne. Unfortunately it's just a something you have to live with/tune aswell as you can with shadow maps only fixable really through brute force of having enough resolution. You could bring in the distance of the cascade shadows that should help as you don't have anything that needs them in the distance
  • Stromberg90
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    Stromberg90 polycounter lvl 11
    I think the colors you got now are way to red.
    Here I did some color adjustments in photoshop, to me this looks more pleasing.
    p2AcNCB.jpg
    As for the rest, I agree with what SHEPEIRO said.

    About the shadows check out this page on the unreal wiki.
    https://wiki.unrealengine.com/LightingTroubleshootingGuide
  • Ged
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    Ged interpolator
    wow that looks much better, still a strange blue fog on the horizon though.
  • pikamau5
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    pikamau5 polycounter lvl 6
    Haven't had much time to work on this scene for a while, but did a quick paintover instead:

    VEgtgNb.png

    I'll try to add these changes to the actual unreal scene next week :)
  • SHEPEIRO
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    SHEPEIRO polycounter lvl 17
    just a hint for the peter panning you had earlier, now ive not played with Unreal for a while so cant say this is true for it, but i do quite alot of work at home in Unity and the cascades slope bias is effected by very large objects in your scene. if you have say the background hills casting shadow and are huge it may be causing the peter panning to get worse, the way to fix it in unity is to split any larger objects up into smaller chuncks


    like your paintover, but i would warm it up a touch its abit too cool and uninviting
  • pikamau5
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    pikamau5 polycounter lvl 6
    @SHEPEIRO thanks for the feedback. The color correction seems to be a bit tricky since it looks different on every monitor i have, so i don't know which one is correct :)

    I'll try this technique with a dummy scene when i get home, afaik very close/far objects seem to cause issues in most engines so it might just be that.
  • pikamau5
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    pikamau5 polycounter lvl 6
    photoshopped into oblivion: - ran out of time to finish this so decided to just add a paint layer on it.
    KyrXH6U.jpg
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