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[UE4] Hawken Concept [Environment]

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broScience vertex
Hey Polycount! I am showing off my Hawken inspired 3d piece made in Unreal Engine 4.9. This is my second attempt at an environment and I learned a lot from the project; including three different software's! However I have tapped my wealth of knowledge and am looking for feedback on how I can take this piece to the next level!

I see polycount has switched the layout on me, so I apologize if the thread is not organized correctly.

Enjoy!



Original Concept:
Darren Quach
http://http//dqsketches.blogspot.com/
http://https//www.playhawken.com/media/artwork

Replies

  • BARDLER
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    BARDLER polycounter lvl 12
    Hey, you did a great job with the composition and values based on the concept art. I think with some focused polish you could have a really awesome scene.

    The two biggest things that I would suggest focusing on is color and scale of detail in the scene.

    Your lighting is very white at the moment, while the concept has a very hazy yellow/greenish color to the lighting. Also your textures are missing that dirty rusty color that is prevalent in all the surfaces in the concept. Start with the rocks first, and get that really rich rust and staining working because that will drive what the building and terrain will look like. The building stains and dirt is coming from those rocks falling down and rain rolling off the rocks and onto the building, so all the surfaces should be textured and blended together with that in mind.

    Scale of the scene is a little hard to understand. If you take that barrel, and compare it to the stairs, its like half a flight tall. Try to get more consistent human size details across the scene. Windows, railings and doors, are a great way to do that, but just make sure they are consistent so the viewer can get an idea of the scale of the building.

    Hope that helps.


  • peanut™
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    peanut™ polycounter lvl 19
    Looks good mate, this is pretty effective with the concept.
  • broScience
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    broScience vertex
    @BARDLER Thanks for the critique! It really is appreciated and it is definitely helpful; as I overlooked many of the suggestions you made. 

    I have asked a few friends for their advice and the consistent feedback I get is to add assets on the ground. Is that something you would say is a necessity?

    I may try to do something funky in world machine for the ground.  

    Anyways thanks!

    @peanut™ Thanks!
  • KrisLW
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    KrisLW polycounter lvl 5
    Your work so far looks great!

    I agree with the color/lighting bit - the atmosphere isn't quite the same, and some of the materials look... I don't know how to describe it - old, but not worn? (Or oxidized, at it appears to be in this case.)

    I've also noticed some differences in vertical scale - I.E. the building/corridor on the right, that meets up with the rock pile - the bottom of it is above the first horizontal beam on the main tower of the original concept, yours is setting a bit below it. Likewise with the rock pile between the two parts of the building - it starts at the second horizontal beam on the tower and goes downwards at about a 45 degree angle, where yours is starting between the middle of the two horizontal beams.

    Also, now that you've mentioned the ground - is there anything actually there? In the concept, if I had to guess, I'd say there is standing murky puddles among rock and dirt - in your scene, it almost looks like paved concrete?
  • broScience
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    broScience vertex
    @KrisLW  Thanks as you and bardler have both have suggested parallel views this helps me move forward. Thanks for giving me a critique!

    With that said, to be clear, I am not going for an exact replication of the concept, but rather I am trying to capture the theme and improve on it as best I can. 

    I am currently redoing the ground. If you have any suggestions for it please let me know. Right now I am adding a more concentrated uneven muddy ground closer to what appears in the concept. 

    Thanks for the input!

  • broScience
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    broScience vertex
    Here is my update. I tried to address all the suggestions into the scene. I think it moved up to another level in quality. If you have any thoughts please let me know.

    Thanks.


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