Hey everyone!
It's been a while since I've posted my stuff on here. I've been in a bit of a slump so I'm hoping to get a lot of feedback that'll help push my skills further.
I've decided to take on re-creating all of beach city from Steven Universe. I'll be throwing everything in UE4 to render. I'm hoping to even get a build to be released for people to explore the environment.
For those of you don't know Steven Universe here are a few reference pieces:
I have a whole pinterest board here for those that want to see more of my references:
Beach City Reference Board
Here's my first blockout of the environment in UE4:
This is going to be a big project but it can be broken into a lot of smaller pieces. There are 4 main sections that are points of interest:
- The big hill + statue
- Beach city
- Mountains and cliffs that surround beach city
- The ocean
At this stage I'm just trying to make sure the scaling and proportions are all in place. Off the bat, the hill seems a bit small compared to the reference so I'll be adjusting that on my next update.
Next action items:
- Use 3rd person player to walkthrough the environment to ensure the scale is correct
- Compare various parts of the environment to references
- Fix the scale of the Hill and Statue
Any feedback or advice is well appreciated!
Cheers!
Replies
I've been really busy but I decided to pick this environment back up and I'm determined to finish it. Here are some progress shots of where it is at the moment. Trying to knock out this first half of the environment first before moving to the city section. Been chipping away at it this week so it's still an early WIP but any feedback and crits are appreciated
Cheers!
Just posting up a few progress shots from over the weekend. I've been starting to work on the ocean shader a little bit (Still early but starting to figure out how I want to make this ocean look), start knocking out the rest of the hands for the shrine, and test out scaling and collision. Ultimately I want the player to be able to freely move throughout this environment with as little camera issues as possible. Any crits or feedback is appreciated
Cheers!
I just finished up a blockout of the interior of the house. I tested it in UE4 already. The scaling is pretty close just a few minor tweaks and the camera works well within the space. Here's a link to my tweet that has the character running within the space on video. I'm pretty happy with this to be able to move on to the next phase of this house. I'm looking forward to making this space look good!
So far I've been doing some good progress on this everyday and if I keep it up I'll start updating this thread everyday as well.
As always, any crits and feedback are always appreciated.
Cheers,
https://youtu.be/5YiEI4Qdeaw
Sorry for the lack of updates guys. I've been feeling under the weather the past couple of days so I decided to take a small break to recover. I have a feeling it was the GDC plague.
Nonetheless, I'm still chipping away at modeling the whole house. I should be wrapped up with getting all the props and set pieces in place tonight.
I feel pretty good where this house is at the moment and I'm ready to start getting down to some textures, materials, bakes, and collision. I'm really looking forward to start giving each piece of this house the love and attention it deserves. I went ahead and did another video capture to show the space for scale. The collision isn't final so the camera still clips at specific locations.
https://youtu.be/3vGfgzbxDpg
and here's some screens if you don't feel like watching the video.
I've been wrapping up the deck patio/porch section of the house. I decided to use this to work on the shader a bit and I'm so far liking the results. I'm basically using the vector from the mesh to lerp between a "shadow color" and the albedo.
Here's a better example that I've been experimenting with inside the house. The blue is representing the "shadow color" while the yellow is the regular albedo.
As always, feel free to leave and feedback or critiques. It's all greatly appreciated
Cheers,
Cheers,
Good call on Marvelous Designer btw, it's a lovely program and totally worth learning (Y).
Kid.
I would imagine the cell shading, cartoon style would largely be through a node system and not the texture maps themselves..
Check out this experimental toon shading thread! - https://forums.unrealengine.com/showthread.php?306-trying-to-make-Toon-Shader-Material-on-UE4/page3
@bkost Yeah, in my head I didn't expect it to be such a big project but it's a lot bigger than I anticipated. I'm still super determined to get it done though. As I start chipping away at these indoor props I'll be showing off some more of the texture work and shading. also thanks for the forum thread on toon shading! It'll definitely help me out
Super looking forward to posting more progress shots over the weekend
I also messed around with Marvelous designer and Apex cloth to really get a feel of how I could make clothes hanging up to dry in the scene. I also decided to go back to my original shrine sculpt to make it feel a bit more like a rock surface. Lowpoly and bakes are all done already done for it. I plan on texturing it in Substance painter soon. (Highpoly below)
I'll try to post more when I can As always though, feedback and critiques are always welcomed! Cheers!
Would you be interested in perhaps merging the two projects? With our combined assets, we should have a really tasty project on our hands.