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[UE4]Provence Retro Garage

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ZiggyGlass polycounter lvl 8
Hi,
I've started a new personal training progect. I'm aiming to learn better prop workflow, materials and lighting in UE4.
Here is my detailed blockout and reference sheet. Those references are for a stylistic example of provence design.

Thanks for any critique and comment!







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  • Benvox2
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    Benvox2 polycounter lvl 10
    Looks like a really good start, do you mind sharing your lighting/atmosphere set up?
  • ZiggyGlass
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    ZiggyGlass polycounter lvl 8
    Thanks!
    Nothing fancy, just simple direct and point lights. No post processing yet, will work on that when I am done with materials, or at least with base colors
  • RasmusBagner
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    RasmusBagner polycounter lvl 6
    The roof grid is drawing my attention because it´s so busy. Might change when you add more stuff. Looking forward to seeing future progress :)
  • Savannakhet
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    Savannakhet polycounter lvl 11
    A BMW Isetta! Nice choice for a retro car.
  • ZiggyGlass
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    ZiggyGlass polycounter lvl 8
    The roof grid is drawing my attention because it´s so busy. Might change when you add more stuff. Looking forward to seeing future progress :)
    Thanks, I'll look into it.  I'll see how it looks with floor tile material, I'm making right now. It should balance the composition, I think.
    When material is done, I'll make an update.
    A BMW Isetta! Nice choice for a retro car.

    I like crazy retro cars! Maybe I'll do Peel P 50, sometime in the future.
  • ZiggyGlass
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    ZiggyGlass polycounter lvl 8
    Finished materials for the floor and driveway outside. Started to learn Substance Designer along the way.
    Also made a base color layout for the blockout, and spreaded out planks on the ceiling so it doesn't look so busy.




    There is another color option for wooden details, and, probably, I like it more. What do you think?


    Materials on my Artstation: https://www.artstation.com/artwork/d9k3A


  • garcellano
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    garcellano greentooth
    That's an interesting choice to have it in that color, maybe the color on the walls or the planks on the ceiling can be different? The scene is coming along pretty nice.
  • ZiggyGlass
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    ZiggyGlass polycounter lvl 8
    Thanks! I'll try that.
  • ZiggyGlass
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    ZiggyGlass polycounter lvl 8
    Hello all!
    Another update. I made some materials, finished some props.
    I did try to change colors for walls and planks, but didn't like how it looked - too much brown, and against the palette I had in mind(brown and bright red as accents, not main ).
    Also, as you can see, I encountered a weird problem with lightmaps on my wall panel trims. Those repeating black shadows shouldn't be here! I made Lightmap UVs myself. UVs have big paddings, that should be enough for 64, and I have lightmap resolution at 128. Does anyone know, what to do with it? That's not the first time I see those artefacts, and each time they are appearing on small repeating tiles like this.






    There is still much to do - rest of the props, and also more advanced setup for floor and wall materials. And decals. Vertex paint is okay, but I'm sure it'd be easier to add variety with decals.
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