Hi all!
I am working to finish my King Wash Laundromat scene in UE4. Trying to decide on some final perspective shots and Post processing/ LUT choices. Really dig the Rage and Batman: Arkham Knight color palettes.
Still a bit of lighting tweaks I want to do as well and get some more reflections going on but here is my most recent shots. Open to comments and suggestions. Thanks All!
This is the second time I have worked on this. It is a super revival of the thread I started long ago when I was much younger
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http://polycount.com/discussion/88914/abandoned-laundrymat-udk-environment#latest
Replies
Despite being a big fan of Chromatic Aberration, I think it's a bit strong. If you want to get a softer feel, look into the Circle DOF. It replicates(or tries to) a physical lense, so with some tweaking you can get really a really subtle DOF effect without it actually feeling like a gamey DOF.
As far as lighting goes, I think you nailed the mood. A couple of nitpicks though: A warmer, but faint, light coming from the room on the back left in the 3rd shot will help give it some more depth. Not enough to move focus back there, but enough to give some definition to that room. And a little bit more of an influence in the scene from the neon light out front.
Some really small-scale details would be cool too, but that's another nitpick. Things like dryer sheets, coins, empty detergent bottles, soda cans/candy wrappers, etc. The lighting suggests a fairly dirty place, but the scene feels pretty clean.
All in all a great scene though! The first shot is just full of atmosphere. It'd be cool to see it in motion with the fog moving, a radio with a crappy station playing, and the hums of the machines.
Learned a lot from looking at the reflections UE4 showcase as well. Curious to test this scene when the new planar reflection stuff comes out in 4.12
The message is clear that this is the main focus but some supporting models in the background e.g. cars/low-poly untextured buildings just to give off a little bit of atmosphere with silhouette effect would definitely bring this piece to a higher quality as right now it can easily look like your laundromat is sitting in a setting like a interior parking lot/car factory... since the lamp posts in the background aren't very clear either, just beams of light floating in the air ideally.
The surrounding lighting is very low so you can get away with untextured models/lowpoly non-baked geometry, etc... so it's a quick fix if anything.
However, I really wanna give you a pat on the back... I'm a big fan of the whole American ghetto corner boy environment vibe... this really nailed it in that essence and I would honestly say would fit in with a scene from maybe ATL (T.I's Movie) or something like Menace To Society/Boyz n tha hood.
Bravo (Y)
Kidd.
I'll add my voice in to echo what @leleuxart mentioned about soft light coming from the room in the back, would add a bunch i think. And i was thinking the same as @Kid.in.the.Dark about how you could add some cars/debris into the lot around the building (perhaps the one you already have on artstation?). Some nice silhouettes to break up that empty space.
Keep kickin' ass man
IMO I wouldn't listen to this, the isolation of the building is the reason I clicked on the image in the 1st place. Its an artistic choice that makes this thing really work.
I personally don't think it needs a great deal of meshes in the surrounding area, but a few silhouettes could make the illusion perfect.
The isolation can still be maintained with supporting environment props. Subtly is key. Every man their opinions though. You can discard mine at will Clint, it's still a great piece as it is right now either way (Y).
Ill def be adding a bit more trash around and Ill try out the lighting in the backrooms. Ill also try some tests with the silhouette work in the outsides scene to see what it looks like.
Yep it is a blend between a clean floor to a broken tile floor with an additional grungy dirt and water puddle overlay setup through vertex paint.
Same goes for the walls minus the puddles:
Just for curiosity, did you use substance designer or something like that for making the materials?
Ill post some breakdowns later this next week as well.
Haha I think if i started something else now it would be the next gen before I finished. I have that art deco train coming up with @gloriousczar after E3 but otherwise I'm gonna take a long break and play some vidja gamez!
Seriously, your stuff is breathtaking man! completelly inspiring work!
This would work great in a horror setting haha
That underground base you made also stood out for me instantly in terms of material definition,
when I saw it originally.
The only thing that seems a bit off to me is glass on the windows.
Is looks a bit too rough/dirty or at least too uniformly so. I think it would look better with either more reflection or a less uniform dirt pattern
or perhaps some wetness/condensation.
Edit: Congrats on the front page banner image, Clint!