Hello Polycount! I am Showing off my Killzone Shadow Fall inspired 3d piece made in Unreal Engine 4, 4.8 and this is my first real attempt at an environment. For this piece I really wanted to take the concept painting and replicate it as much as possible to a 3D form. Overall I learned a lot from this process, however I have tapped out my wealth of knowledge and am looking for feedback on how I can take this piece to the next level!
If you have any examples of other artwork that you feel could give me inspiration or serve in explaining anything please feel free to post them in this thread.
This is my first thread so I apologize if stuff is not sorted traditionally.
Enjoy!
Original Concept:
Karakter Design Studio
http://karakter.de/#/projects-post/killzone-shadow-fall/
Back to me
As always with me I like to get a little funky with graphic design
Replies
And also increase the resolution of the lightmap/bake lights in production/set your engine to Epic settings so your shadows aren't blocky like in the 4th image down. Keep it up :thumbup:
EDIT : Just to give you a preview of what the mood should like imho,here is a quick edited screenshot of your scene :
First of all, as already mentioned it's way to bright compared to the concept and the bloom is too much. But what bother me a lot too is the very strong blur/depth of field effect. I would either remove it completly or atleast make it VERY subtle.
But with a few more changes this will be a great piece!
Thank you leleuxart and clinington I completely agree and thanks a ton Fansub for the visual reinforcement!! It really helps me.
I will also tweak the bloom and depth of field blur to find a more appealing balance.
This is great stuff, thanks a lot!!!
Let me know if the bloom is still to much or if anything else should be tweaked.