Hello, polycounters. I started new UE4 environment.
This environment sat in desert, in city called Nazaralan.
My last UE4 environment could be found here:
http://polycount.com/discussion/156578/ue4-cyberpunk-city-environment#latestHere are some key references and blockout shots.
This time I started blockout phase straight in Modo, no Blender involved.
Indoor area, throne room.
Now, I'm struggling what texturing tool to use: 3DCoat or Substance Designer / Painter?
There will be lots of tiling texturing for floors and walls (bricks with sand).
I tried SD: made tesselation material and extruded bricks with height map, but I did not like the result - maybe I need more practice with this workflow.
I can go old-fashioned way: bake tiles and paint in 3DCoat. Then I can paint sand on top of floor texture (I made material functions (layers) in UE4) with vertex painting.
What do you guys suggest?
Replies
I think I can abandon the hall for sure because there a lot of stuff in there as I see it now. I'll think about balcony and entrance parts. I can abandon bottom balcony.
I will try to get as much detail from highpoly as possible because for this asset I wasn't able to pull everything from highpoly because texture density wasn't high enough even when I unwrap 1/4 of the mesh. I need to think about more modular texturing approach. Maybe I need to use horizontally tiled textures and add a little bit of variation on top, we'll see.
I use Modo for modelling.
Wall and floor pieces on the way.
Floor workflow was:
Modo: blockout -> Zbrush: sculpting and remesh -> Modo: bake -> 3DCoat: texturing
Rocks in screenshots are placeholders.
Second asset's details (ornaments, reliefs) made straight in 3DCoat using texture projection.
And some screenshots from engine.
1. Your lighting is really harsh. Your shadows are very dark, which are at odds with the bright sunshine/desert look you have going on here. Maybe your bounce lighting is a bit weak?
2. You put so much emphasis on the micro-details of that floor panel, but it gets almost completely lost once its baked and in-game. If this is detail you want to stand out, I would suggest emphasizing that stronger in your textures. Otherwise, I would suggest to be careful to not focus so much detail on things that will hardly be seen anyways.
3. You have a lot of hard edged geo that is unflattering due to the harsh transition of light. Your tower and the concrete supports are the worst offenders. Beveling those edges to get a softer light transition and having a little bit of surface on the corner to catch some light will help substantially, in my opinion.
I think the concept is pretty cool! Your reference and blockout are fun. I'm looking forward to seeing where this ends up!
1. I agree with you, but I want to mention that I have not worked on the light yet. I just threw one dynamic light source and turned off lighmaps (will mess with them later on). I will work on lighting/effects/mood later, for now I just want all assets to be in place.
2. Yeah, I noticed that too. Now when I create highpolys I am concentrating mainly on the form and add micro details in texturing phase in 3DCoat.
3. I will definitely add more bevels and geo in general, thanks for pointing this out.
ZBrush sculpt
Textured asset
I kinda like the blue magic stones idea, it gives some tips about the purpose and story of this environment.
I'd maybe ditch the blue or tweak it - doesn't compliment the scene that well.
Yeah, I think it need to be tweaked. It feels almost like a neon light now.
Here are some screenshots in engine.
I will make statue and rock asset and call this done. Any comments / crits?
I think you should definitely utilize the blue light less and maybe pull back the brightness and saturation of that blue a little. Strategically place the blue light where you want players/viewers to look since it will draw their attention almost immediately. I found myself looking all over these images fairly erratically due to how many blue lights are in them.
Another thing I think would help the lighting is having the areas where the light hits reach a near white highlight, with the shadows having a much warmer vibrant orange. Right now it's looking a little too flat in my opinion.
That said, great work so far. I'll be keeping an eye on this.
Andrew made night lighting setup and music.
Here's the video
https://youtu.be/vNzlkm5xvFY
model
model
model
Good job on finishing this! It have been a joy to follow.
Yes, I think this scene would have benefited from a large amount of greenery. Thanks!