I thought i'd post an environment I've been working on, (for probably far too long), a sort of Jetson's / retro futurism inspired level in UE4 .
Thanks for looking!
This last image is pretty tacky. There was originally another level inside the above scene, the national park disc in the background. This is the foliage that was made for the whole project.
Well, that is just amazing work. I'd heavily question the 50's style radio in what is clearly a 60's style retro sci-fi setting, looks rather Falloutish and out of place. But otherwise everything looks fantastic and even the radio is super well done.
Wow. That looks so good. I am new to UE4 and I would love to see some kind of making-of for your work. Did you model everything in 3D app and brought everything into UE4 and texture and lit there?
Nice stuff, would love to see some breakdowns. Hope this isn't a drive by posting
Is their anything in particular you (or anyone else?) would like to see? I'll gladly post anything that might be of interest. There's no secret sauce though. It's all fairly mundane. Modeled in Maya/Zbrush textured in Painter/Designer or PS.
Wow. That looks so good. I am new to UE4 and I would love to see some kind of making-of for your work. Did you model everything in 3D app and brought everything into UE4 and texture and lit there?
Yeah. It's all made in Maya. Then exported and positioned in UE.
I normally start by doing loads of small thumbnail sketches. They're normally horribly messy.
After I find some elements in those I like, I try to refine it. Doing a larger, more detailed sketch.
I block that out in Maya. Export it into UE. Do a really loose lighting pass so I have some idea of my goal.
Faff around for ages trying to get the composition looking OK.
Get frustrated, lost, confused with it. Show it to colleagues / other people. Who point out what's gone wrong.
I then break it down into chunks. In this case, each tower, and work on building those.
The foreground was the last bit that was made as I wanted to spend a bit more time focusing on those assets. So I waited till the Christmas Holidays when I knew I'd have some time.
I think a lot of people tend to work this way. The blockout stage is very common. Throw it all into UE, light it, just to get a sense of how it will feel.
Whoa man, that is absolutelly gorgeus! Are the shots directly taken from UE4 or did you add some postpro afterwards in photoshop? A breakdown would be amazing, I really like the lighting, so if you could tell us a little bit more about it, that would be great The meshes seems to be fairly high as well, can you upload some a wireframe shot?
The results are amazing, congratullations for the great job!
Whoa man, that is absolutelly gorgeus! Are the shots directly taken from UE4 or did you add some postpro afterwards in photoshop? A breakdown would be amazing, I really like the lighting, so if you could tell us a little bit more about it, that would be great The meshes seems to be fairly high as well, can you upload some a wireframe shot?
The results are amazing, congratullations for the great job!
n4uj.
Hey, thank you!
There's no post done in Photoshop. Everything is done in UE4. The Post Process tools are crazy good.
The lighting is really simple: There's a main directional light, for the Sunlight. Then there's a couple of spotlights on the edges of certain objects. Just to fake/increase the rim-light. The ambient light is then from skydomes which have a white emissive material applied to them and are positioned over the towers. The indirect lighting quality is set to five with quite a high AO distance. There's nothing else crazy going on. It's UE doing the hardwork.
I've attached some wireframes/pictures below. Hopefully that's what you're after. If not, let me know I can upload other stuff.
I've put the Jetsons down in my inspiration notes so it's really cool to see someone else realise the kind of thing I would like to do, you should make a video just flying around the environment so we can see it all, I'd really like to see that
This is amazing, super well done. As it is a personal piece, did you make it so that you can walk around the environment, or did you create it to be viewed only from that angle?
Replies
Crazy attention to detail, love the presentation as well. Awesome work, no crits here.
Is their anything in particular you (or anyone else?) would like to see? I'll gladly post anything that might be of interest. There's no secret sauce though. It's all fairly mundane. Modeled in Maya/Zbrush textured in Painter/Designer or PS. Yeah. It's all made in Maya. Then exported and positioned in UE.
- I normally start by doing loads of small thumbnail sketches. They're normally horribly messy.
-
After I find some elements in those I like, I try to refine it. Doing a larger, more detailed sketch.
- I block that out in Maya. Export it into UE. Do a really loose lighting pass so I have some idea of my goal.
-
Faff around for ages trying to get the composition looking OK.
- Get frustrated, lost, confused with it. Show it to colleagues / other people. Who point out what's gone wrong.
- I then break it down into chunks. In this case, each tower, and work on building those.
- The foreground was the last bit that was made as I wanted to spend a bit more time focusing on those assets. So I waited till the Christmas Holidays when I knew I'd have some time.
I think a lot of people tend to work this way. The blockout stage is very common. Throw it all into UE, light it, just to get a sense of how it will feel.I know, criminal. Problem is, which tea do I use?
A breakdown would be amazing, I really like the lighting, so if you could tell us a little bit more about it, that would be great
The meshes seems to be fairly high as well, can you upload some a wireframe shot?
The results are amazing, congratullations for the great job!
n4uj.
There's no post done in Photoshop. Everything is done in UE4. The Post Process tools are crazy good.
The lighting is really simple: There's a main directional light, for the Sunlight. Then there's a couple of spotlights on the edges of certain objects. Just to fake/increase the rim-light. The ambient light is then from skydomes which have a white emissive material applied to them and are positioned over the towers. The indirect lighting quality is set to five with quite a high AO distance. There's nothing else crazy going on. It's UE doing the hardwork.
I've attached some wireframes/pictures below. Hopefully that's what you're after. If not, let me know I can upload other stuff.
Thanks