Everything about this scene is super well done. In fact, my only beef is that the urns in the last pic look a little bit too uniform in their current arrangement. That's seriously the only thing I could find displeasing about it. You've done a fantastic job on this piece, I hope you're satisfied with the results!
@Maxilator and @gfelton thanks a lot guys! Now that you mention it the do seem a little boring like that. I did copy the placement from the original, but there are also some broken ones. I think it is easy to make a shattered version in UE4 so maybe I will try that, cheers!
Really cool scene, your analysis of the reference was great and the result is pretty neat ! Could you please post images some of your single assets ? Great work !
@Stavaas Thanks! Yea it was a lot of trial and error to get it close to something I like. I will be more than happy to help out if needed.
@benlucas Cheers! I wanted to stay very close to the reference so that is great to hear. Yea I want to make a small breakdown when it's all done and ill show the individual parts too.
@Tetranome Thanks mate! Turns out I don't have too much time for particles like I was hoping but I added some very simple ones. Thanks for the links/info on the amazing ones you made.
I've been watching this thread since the beginning and I still have nothing to add except "this is awesome" heh. Seriously though, you knocked this out of the park dude. Sick work!
@Nicorepe@nellement@tda@amirabd2130 Thanks a lot guys, recently this has absolutely consumed my life so its really great to hear comments like those. With a bit of luck the next update will be the final!
@Stavaas Cheers man! I didn't really have time to do as much with particles as I wanted, so I simply took some fire from an Epic sample map and changed some textures and parameters to suit my needs. Really want to get into the effects side of things though.
@macoll Thank you for stopping by! That is actually a really good idea. One of my main focus points is performance and a production style game environment. Hopefully I can get some time to do that after.
@Loginius Thanks mate! I am glad you pick up on that!
Very nice stuff. I haven't made anything of this detail yet, so I'm wondering; How are elements like your 3d bricks and the 3d floor tiles handled? Do you have actual meshes that you place on the floor by hand? Or is it a tessellated/parallaxed texture? If it's 3d, are they just a few floor bricks for example which you reuse over and over, which then get batched via the engine, or do you export them as a single mesh from your 3d app?
@okornyal Thanks! Well of course there are multiple paths to the same or similar outcome, but I tried to dissect what they did in DS3 and copy that way. Basically it is all real but very low poly geo tiles. I made a few variations and they share the same texture sheet. You just need to make sure they are fairly well optimized and have LOD set up. Then I placed by hand, but it is not as painful as it sounds because once I get a grid going i can copy that whole section in UE4 and duplicate that. So I can cover large amounts of ground faster. I am hoping to do a breakdown after if some people are interested?
@robochrish Thanks mate! While I was playing the game I was really taken away by the environments for an artistic and technical standpoint, and that basically inspired me to re create an interesting section to learn more about how they did it in the actual game.
@Benvox2 How many variations of ground tiles and bricks do you think are necessary to make it varied enough? Also, for the ground mesh tiles do you make them double-sided so that you have more options with each asset, or just more one-sided meshes?
@Mant1k0re Thanks! Yes I should have some of those for individual assets in the breakdown I will do.
@IlyaIvanovArt Cheers! Someone mentioned that a little earlier. It was not my original plan but somethingI may look into if I have the time.
@chrisradsby Thanks mate! I tried to match the reference as best I can.
@okornyal It really depends on the situation, you just have to look over it and make a call. I will have more details about it all when I get around to that breakdown.
Finally finished this mofo. I basically became a Hollow working on this so thanks again to everyone who provided feedback and words of encouragement. (image bombardment)I
There are so many things I want to fix and improve upon but I really have to call it done and move on. More images and details on my website, artstation, facebook etc. I really hope to get some individual asset shots and a small breakdown in the coming days.
It's a great piece all around, but I just wanted to comment to tell you how great your workflow/progress shots were throughout the thread. You can tell you(and probably a lot of other people) learned a lot during the creation of the scene, and I think that's just the cherry on top of having an awesome piece to show off.
Congratulations on the finish, really is a fantastic scene!
@macoll Thanks man, I really want to look into that and see if it's fee-sable with my current schedule. Great idea.
@heyeye Thanks mate that is great to hear. I want to make a breakdown on the modularity in particular, and also some kind of simple time lapse to compare it with its meager beginnings.
Replies
Great work !
@benlucas Cheers! I wanted to stay very close to the reference so that is great to hear. Yea I want to make a small breakdown when it's all done and ill show the individual parts too.
Cheers!
Result: the scene looks gorgeous, please feel free to make an .exe, i would like to walk in it man, please!
@macoll Thank you for stopping by! That is actually a really good idea. One of my main focus points is performance and a production style game environment. Hopefully I can get some time to do that after.
@Loginius Thanks mate! I am glad you pick up on that!
@Krosser Thanks a lot man!
I haven't made anything of this detail yet, so I'm wondering; How are elements like your 3d bricks and the 3d floor tiles handled? Do you have actual meshes that you place on the floor by hand? Or is it a tessellated/parallaxed texture?
If it's 3d, are they just a few floor bricks for example which you reuse over and over, which then get batched via the engine, or do you export them as a single mesh from your 3d app?
@robochrish Thanks mate! While I was playing the game I was really taken away by the environments for an artistic and technical standpoint, and that basically inspired me to re create an interesting section to learn more about how they did it in the actual game.
@Saaamoth Thank you!
@Kanni3d Cheers! I am glad to hear that!
Also, for the ground mesh tiles do you make them double-sided so that you have more options with each asset, or just more one-sided meshes?
@IlyaIvanovArt Cheers! Someone mentioned that a little earlier. It was not my original plan but somethingI may look into if I have the time.
@chrisradsby Thanks mate! I tried to match the reference as best I can.
@okornyal It really depends on the situation, you just have to look over it and make a call. I will have more details about it all when I get around to that breakdown.
https://www.youtube.com/watch?v=fnoSpZMicZU
There are so many things I want to fix and improve upon but I really have to call it done and move on.
More images and details on my website, artstation, facebook etc. I really hope to get some individual asset shots and a small breakdown in the coming days.
Cheers,
Cheers
It's a great piece all around, but I just wanted to comment to tell you how great your workflow/progress shots were throughout the thread. You can tell you(and probably a lot of other people) learned a lot during the creation of the scene, and I think that's just the cherry on top of having an awesome piece to show off.
Congratulations on the finish, really is a fantastic scene!
@Tits Thanks and thanks for your continued support! It's like getting rekindled
@amirabd2130 Thanks again man!
@nellement Thanks dude!
@Ged Thanks man, I honestly think lighting was the most difficult by far!
@pmiller001 haha me too man, me too. Cheers!
@macoll Thanks man, I really want to look into that and see if it's fee-sable with my current schedule. Great idea.
@heyeye Thanks mate that is great to hear. I want to make a breakdown on the modularity in particular, and also some kind of simple time lapse to compare it with its meager beginnings.
@wester Thanks a ton my man!
@Poinball Thanks mate!
@gfelton Thanks man and for your continued support
@Adelphia Thanks a lot man and especially for you help. I owe the foliage to your great tutorials!
@Dragonar Thanks a lot mate!
And to everyone again, thanks. Polycount has helped me stay motivated, learn so many new things and meet some great people. Cheers