So I've been seeing a bunch of Entries from Artstation's Journey challenge, so I figured I would post mine here. It's presented in UE4, terrain done in world machine, assets done with Maya, ZBrush and Substance Designer. I even threw a greentooth in there . Here is the progress thread, so you can see how much worse this used to look:
https://www.artstation.com/contests/the-journey/challenges/3/submissions/2331
Feedback was non existent while posting over there, so if I participate in another challenge, I'll probably have a thread running over here for feedback/crit.
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That's just coming out of personal taste though. As I said, I love your work and I hope you do more!
Thanks alot man.
To be honest there is alot of stuff I am not really happy with in the scene, but I was getting to grips with quite a few things as I went along. There is alot of experimenting with terrain shaders and distance blending which was a great learning experience, but doesn't really show through. So I was forced to just use the default UE4 sky which doesn't give the lighting much help. I wish I could have had rain to accompany my puddles, and wet vibe could have worked very well for the scene.
The video was really just for the sake of having a video, the opening shot in the chasm could have really used more polish but I guess I wasn't paying too much attention at that point.
I wasn't really performance conscious besides doing LODs for the foliage, I mean, alot of the small rocks you see are the 2500 poly round boulders . I do hope to delve into VXGI and HBAO+ just to get a little experience, but I'll probably leave that for the next thing.
Again, I'm glad you liked it and thanks for the crit, even if I don't end up using it here it's the sort of advice I can consider for the next piece.
Thanks.
Another thing I experimented with for a small part of the scene, was pixel depth offset. I used this on my little gravel/dirt piles to soften the transition between the bridge and terrain.
Beyond this if you had something that was had world space coordinates, you could blend the 2 height maps and have the dirt appear to fill the cracks etc...
The canyon walls have a not very good tri planar texture, but i tried to mostly cover the walls with rock meshes.