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Environment - Industrial Asset Package

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Luxap polycounter lvl 6
Hi there guys,
 I already completed this for a competition over the last 2 weeks, but I want to get some feedback on to how to push this and my next pieces further.
Also, since it was 2 weeks, this maybe isn't the best piece to give feedback on, but here it goes.

Also you can have a look at my artstation for some other projects: https://www.artstation.com/artist/timothydries
( not meant for promotional purposes, I just want some honest feedback )

Some progress screenshots from inside Unreal




I wasn't completely sure of this scene so to test my assets and to have a little fun I created another scene.



Here are the meshes them self, 20 in total, If you guys like to see wireframes I can provide those as well if you want, but I'm more interested in further polishing the look and feel of the environments them self.

The main thing I learned is that I need a better workflow, as I am keen on testing new things in Unreal, so I first made materials that can blend between 2 materials but I went about it in the wrong way and I ended up with more materials in the end ( I had to put a seperate material onto different pieces of the mesh ) so I choose to delete them all to make it more user friendly. ( Lost about 2 days on this alone as I had to re-texture and clean up my materials in unreal engine )

Software used:
Unreal engine 4
Substance painter
Photoshop
Quixel Ndo
Maya

Let me know what you guys think of this and how to push this further.
Thanks!

Replies

  • dorodo
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    dorodo polycounter lvl 3
    Love the direction this is going! The material blending feels very natural, but I feel that the current scene is struggling between artificial or natural lighting. I feel like that you could take a look at some environments like the ones from the Call of Duty series for references, and push it further.

    It looks like you're aiming for something like this, from what I see:





    Anyway, I would love to see a little bit behind the modular assets, especially the wire/tube things going in there. Really helps with the atmosphere and the result looks great.

    I'm looking forward to seeing more of your progress. Hope my two cents helped.

    Keep it up!
  • Daemon Vanderpool
    Awesome work! Are you thinking about trying to put it on the Marketplace?
  • Luxap
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    Luxap polycounter lvl 6
    dorodo said:
    Love the direction this is going! The material blending feels very natural, but I feel that the current scene is struggling between artificial or natural lighting. I feel like that you could take a look at some environments like the ones from the Call of Duty series for references, and push it further.

    It looks like you're aiming for something like this, from what I see:





    Anyway, I would love to see a little bit behind the modular assets, especially the wire/tube things going in there. Really helps with the atmosphere and the result looks great.

    I'm looking forward to seeing more of your progress. Hope my two cents helped.

    Keep it up!
    Thanks man this helped a lot and I know what you mean with the added screenshots. I'm going to see what my next project brings and I will surely implement it.

    As for your question on the wire/tubes they are created with splines inside of Unreal ( inside a little blueprint with some code ), the way you can set this sort of things up are documented by Unreal Engine. Seen below, Using this technique you can just create a spline and the code will make meshes between your points that you have.

    https://www.youtube.com/watch?v=wR0fH6O9jD8

    I did use splines before in other scenes that I did so I just had to adjust some features, but to set this up once you know how it works takes only about half an hour ( maybe less ).

    Thanks for taking the time to give me this great feedback.

    Awesome work! Are you thinking about trying to put it on the Marketplace?
    @Daemon Vanderpool Glad you like it man and thanks!

    As for the marketplace content release I could do that, but I don't know how you have to set these up and such, and the quality of the meshes Is maybe a bit to low, at least I think it is =P. But you are the second person to ask me this so I will look into it once the results are in from the competition.

    Thanks man!
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