Hi,
For the last few weeks , i've been working on a new project, based on the concept of a coworker.
I still need to work on the lighting, the concrete materials , decals. After that is done i'll add a vehicle of sorts.
Here's what i have so far.
Any feedback, criticism or question is welcome.
Latest:
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And some progress images.
Below is the concept i am working from.
http://vladracean.wix.com/vladricean
Replies
A bit of progress.
As always feedback appreciated.
Some more progress on the lighting, i took it in a different direction. Added some extra decals as well. Is this better or worse ?
Also , i get a lot of black reflections because of the dark environment , could i override the skylight reflection ? What other solution should i try ?
It's just a quick crop because I don't have access to your camera, but something similar to this would be nice.
Eyes are instantly starting to rest on areas now and it's easier for you to tell a miniature story and let people run with an idea. Then again I could be preaching to the choir if you've already done this. If I'm going to really nitpick anything; that oil spill on the wall to the left looks kind of out of place.
The oil on the left is indeed a bit too strong
Overall, I think it's too clean. I'd had a bit of dirt/mud as well as some dirty footsteps and papers and destroyed cans and cigarettes and all kind of junk all around the ground !
I agree with ZombieDawgs on the presentation, this piece is great and deserves a more thorough presentation I think the camera angle is too wide at the moment.
Keep it up !
I'll do a couple of junk meshes and decals.
In the meantime, i widened the scene and tweaked the lights some more. Added a bit of graffiti as well.
Now i need to study the unreal particle systems as well , i'd like to add some steam or something similar.
I agree about the front of the buliding being made of bricks doesn't look or feel right, the original concept has it made out of concrete or metal paneling, hard to say which one.
I also believe the crevices that joins your building to the floor could do with some grunging up, it feels too clean and could definitely benefit your scene and make it feel more natural.
The left inner wall feels a little empty and I think could probably be broken up with a little grunge, maybe things like leak marks coming down from where the metal panels / structures connect with the bricks.
On the functionality side, those pipe beams next to the doorway don't read much to me, they look like they're there for the sake of being there and serve no purpose functionally. They connect straight to the floor and nothing else, I suggest maybe adding some additional parts that connect them to the building or maybe a gutter underneath it that connects to it that makes it look like it's some sort of drain, etc.
Maybe drop the intensity of the light furthest from the entrance so it isn't as distracting from your main focus or even just dim the area light you have on top of it a little bit... it's already somewhat comfortable to look at but just dropping a little bit in intensity will just ensure it will remain comfortable to everyone.
Also, I feel like your piece could do with more cables... It's always been a massive essence to the cyberpunk theme and I feel like without it... this just won't feel whole but this is just a personal preference so discard crit at will on this one haha.
Great work so far though, the lighting is working very well imo... it definitely gives off that jazzy / nightclub back alley feel which I'm assuming you're going for. The puddles are working very well, the graffiti is sitting in there comfortably.
Keep going.
@Kid.in.the.Dark : Thanks for the detailed feedback. I've tried the front out of metal and concrete and just doesn't look good. I also added more grunge as you said. The pipes are there to break up the symmetry and add some rounded shapes that break up all the square shapes. Also i added some steam coming from them which adds to the general atmosphere.
I'm about to call this done.
I added the steam , some small props on the ground and made general improvements.
I'll start modelling a motorcycle for the scene in the near future maybe i'll add a little bit of vegetation as well.
https://medium.com/evozon-game-studio/3d-cyberpunk-alley-environment-7746391bbfa2#.6r2uoqum7
Questions and suggestions welcome
Did you build the blockout in your 3D package or in Unreal?
@peanut : thanks !
@TomasFantastick : The block-out and the modelling was done is MODO.
Make sure to take high-res shots next time so the renders don't look so blurry!
About the big res screenshots , i wanted to ask here, but just forgot. If i use the UE4 screenshot grabber i get so really weird artifacting.
Like so. Any idea what causes this ?
Just type this into the console: HighResShot 3840x2160, or any other value you want, and the issue will not be present anylonger. (Make sure you press Strg+the play button, to fly around ingame and access the console)
If you changed the FOV you have to type youre desired FOV value ingame before you take the Console screenshot.
In order to get your desired Fov just type: (Fov 80) or whatever value you want and press enter after.
You can assign a specific key to access the console ingame ( This can be found under Settings-Project Settings-Input- Console)
I assigned the TAB key.
Hope this helps
I managed to get clean shots. One of the reason was that i had a sharpen postprocess on and that seemed to cause a lot of trouble.
I also rendered a video, took a while to wrestle Unreal's sequencer and compression for both the video and Youtube.
I think i got a decent result. Any info on how to make a crisp youtube video is appreciated.
http://www.youtube.com/watch?v=-wSO2WW0-Oc
I learned that H.264 seems to do the best job. Also 60 fps looks much crisper than 30 fps.
http://www.youtube.com/watch?v=9WAtzyZ1H0g
In some parts of the video everything seems blurry and then suddenly it becomes sharper.
Good work!
Updated first post with the latest image.
@"Mathew O" : Yeah, that makes sense. I had some normal details on them but, i "might" have overwritten that normal map and never went back to fix it
@gerbilho : compression is just .. ughhh .. headaches. It was the best i could do ..
I also wrote a detailed breakdown for 80.lv
Never written an article of this scale before , i hope you'll find it interesting.
http://80.lv/articles/cyberpunk-alley-aaa-environment-with-accessible-tools/