UPDATE: Done with this!
https://www.youtube.com/watch?v=8PsnTfWh5N8
More on my ArtStation @
https://www.artstation.com/artwork/YbLwK------------------------------
Hey all,
I've been working on this large server room environment for a while - probably should have showed it much earlier but I'm finally getting around to it now. Somewhat nervous about sharing this one!
Admittedly, I don't have a lot of time to implement much feedback in terms of adding new textures or meshes, but please go wild with giving constructive crit as I'm always eager to improve as an artist.
The environment is based off of some original concept art is by Aaron Foster (Razorb) - fantastic artist and the concept art of his I've seen is awesome. Shoutout to Neil Gowland as well who created the same server room concept in the past, as his version of the scene was helpful for me to understand good ways to put the scene together.
I've tried to go with something that has a bit of my own take to it whilst still remaining faithful to the original work, but I'm very open to changes that I can reasonably implement!
Concept Art:
Replies
I had some real trouble with the fog effects, as I'm not particular experienced with particles or fog in general. The way I attempted to resolve it was to have a single large particle effect which plays throughout that main room, and sometimes catches on the light.
There used to be fog Volumes in UE3 which but they don't seem to be a thing anymore? I then have a subtle light shaft Static mesh with an animated texture on it. They were both more pronounced originally but I was just worried about cranking them up too powerfully in case it was overkill
It's the same with the Grain - there is grain applied to the scene within the post processing and it was originally cranked a lot higher, but I was worried that I might be going overkill with it