Hey everyone! Trying my hand at this environment made famous in MK II.
Here is the concept I am working off of:
Should be noted that I am pretty loosely working from the concept as I feel that there are a few things I would like to expand upon; plus generally I feel as if it is always better to put your spin on things as an artist.
MOST CURRENT:
Still got a bunch to do but generally feeling good with the direction.
Notes:
- I tried to sculpt a reptile face a day or two ago... lets just so that it did not go as planned :P Right now that is the thing I'm struggling with the most, because well let's face it- characters are no my strong suit!
- The acid is very stand-in at the moment and will be getting some cool shader work later on
- Caustics are coming as part of a polish pass
- I have no reference for what that chain crank thing is in the back so that has been tough to build actually... trying to find real world reference for something similar and not finding much
- Will try to break up the pit platform more later on
- Will possibly add a few local light sources as I am not very happy with the result just using ambient and sun source. Overall, lighting is suuuuper WIP
Anyways, still putting hours into this slowly but surely. Looking forward to seeing what will come of it!
Feel free to provide comments and crits- just keep in mind it is still fairly early!
Thanks!
-Rogelio
Replies
Took a little break on this to start my new job with Monolith Productions! But now I'm back at it!
It's coming together but still got lots to do!
Coming up:
And if I have time:
@aaronhiggins Thanks for the feedback. That's something I definitely plan to address in my next Acid pass.
Greetings!
Did some work on this when I could steal a few hours away from my 50+ hour weeks at work and semi-social life.
Now to make it even more awesome:
I think however you can improve the 'acid' effect, the water/acid currently looks a bit flat. It should reflect a bit more.
Play around in Unreal with your water material. I know water is tricky, but I think it is going to improve the look of your scene.
Quick tips in Unreal / Cool-tech-to-try-in-Unreal-list
Water / Acid
DepthFade
Look for the depthFade node in Unreal/Material editor, you can do cool things with fading the water material with meshes that collide with your water. That can help make it look more like a real fluid. Maybe you can do the same for the pipe on the left. Not sure because it flows in a different direction.
Refraction
Make it a bit translucent, so you can add real refraction to your fluid. More info: https://docs.unrealengine.com/latest/INT/Engine/Rendering/Materials/HowTo/Refraction/
Panners
Panners are awesome, they can animate your UVs! Look for a panner node in Unreal/Material editor. (Btw, I can't see if you are using them at the moment, haha, just adding it to the list.)
Tech artsy stuff (Maybe for another project, bigger subject )
Search online for Flow maps in Unreal, it is similar to a panner but it can flow around objects, like real water.
Check this doc from Valve if your interested:
http://www.valvesoftware.com/publications/2010/siggraph2010_vlachos_waterflow.pdf
Flow Unreal
Or: https://dl.dropboxusercontent.com/u/15074979/Water Flow For UDK/Water Flow For UDK.pdf
Displacement / Vertex animation
You can offset / animate the vertices of your water mesh.
https://www.youtube.com/watch?v=aJ1M0Ejd_ts
May have a better example somewhere else.
LUT / Color Correct / Lighting / Post proces
Maybe make it a bit brighter, using your LUT
(Notice the possible depthFade area)
I have found some time to make a really quick example for you: ( simple basecolor texture / albedo, depthFade in the opacity slot, simple panner normal, quick refraction)
I will add more examples and links when I find them.
Goodluck! I really hope this will help you!!
Yvo
Thanks so much for the detailed feedback! I am actually using the depth fade on my light rays but totally forgot to implement it in the water! Will definitely take all of that into consideration! Also, I like the idea of having a more opaque and cloudy Acid but I might look into the refraction idea too. I'm currently using two panners and normals with the acid- pretty standard water worflow
As far as Flow Maps and Displacement go.... it might be on the chopping block for this scene... I'm not sure. For one of my last projects I made a pretty well developed ocean water... well, actually ti wound up coming out kind of like poop but the concepts are there haha https://www.youtube.com/watch?v=JUUEsu29i_s
Thanks again for all the detailed feedback- really appreciate it!
@xChris
Thanks much for the feedback! All solid suggestions! I really like the idea of meat chunks and blood dripping from the hooks creating a pool of blood in the acid. Also, I'm finding that waterfalls are super tough. Going to look into how to develop it further.
@Nuclear Angel
Thanks for the feedback! You gave me a great idea on how to make that playable area pop a but more- thanks and good catch!