Just started an Unreal scene to study dirt and grunge, its an abandoned public restroom scene. These are the first two meshes I finished, I have also done some materials and blocked out the structure.
Looking good so far! Make sure to get some good reference on how a building like this would actually be built. That will really help you hit the little things that will really sell it, like "what is the roof made out of?" or "how does the brick transition to the floor?"
Looking good so far! Make sure to get some good reference on how a building like this would actually be built. That will really help you hit the little things that will really sell it, like "what is the roof made out of?" or "how does the brick transition to the floor?"
Thanks, I actually have a roof mesh, but its not complete, instead I just duplicated the floor for now.
Grody awesome texture work! But the geometry detail doesn't feel like it matches the texture detail well, with high res, detailed textures on absolutely flat, almost 90's level geo. Also agree with @Stavaas about the textures not matching up with each other. Great lighting though!
Hey Anil, how did you achieve the peeling on the ceiling? I'm working on an environment that has a similar effect I need to recreate on a wall.
Thanks.
Got the idea from this guy: http://polycount.com/discussion/158093/ue4-abandoned-georgian-room-scene#latest He explains it somewhere there, you have to modify the normals of the top vertices where it touches the actual ceiling and have them look downward, then just apply a planar uv to both ceiling plane and the peeled geometry.
Very cool! How were you able to get the shattered mirror effect?
Thanks, I generated the cracks in nDo using a cracked glass photo, then overlayed some colors in photoshop in the normal map. You can use a normals color wheel to give normals to the broken parts.
Haha that mop is ace. What's the tricount? Are you using any additional maps like displacement?
Thanks, its the most detailed object in my scene right now. Marmoset has a higher quality displacement than the unreal engine as you can see, I might disable it later. Its 1451 tris without the tessellation.
Everything looks great! The lighting is very well done. How easy would you say it was to get you to this level of skill using Unreal? I used Cryengine some years ago, and wanted to use it for overpaints, but it's not available on mac.
I'd love to try this out.
Anyway, as for a comment that is valid to your progress, I feel the tiles on the wall are too linearly placed, even if some are missing from the wall, there is a linear line running through the top edge, some imperfection/variety would help sell it better. Minor detail though, shouldn't matter, you're already going well.
looking good. I would say try offsetting the color of a few more of the tiles I think that would help in addition to reduce the linear look @miguelnarayan mentioned as well.
@miguelnarayanThanks, I would definitely recommend UE since the learning process is much less painful. @cmc444 Thank you, I should redo most of the textures before the end, and add details to others.
@dragonar Thanks, I created a world space uv for the water, basically I projected different textures from the top and the sides, then used a linear interpolate node combine the falling water at the sides and the stationary one at the top, then you can have any mesh to have water falling down regardless of their uv's. There is a example of the material in the subway station scene which you can download from the unreal marketplace.
Update: Added two physical ceiling lamps. One of them sways a bit from the wind, the other is dislodged from its place and swings. I always loved dynamic lights since I played the second silent hill game.
Getting a little dark in there. Looks like you are starting to lose some of the material response. I would say see if you can fake some light rays or some sort of light focus from that back window.
I'd say the ivies look a little like plastic from near. The bushes look good to me, except their shape perhaps... The green grass is too tall imo even if the place is desolated...or perhaps this is the kind of grass which doesn't match the envi...so perhaps more thight and tall, not sure... The exterior mood is really great man, keep up the nice work gg
Interior is coming along great. Not really digging the Ivy either though. Looks pretty "blobby" from close, the opacity and roughness maps could use some work. Red bricks also feel a bit too cartoony compared to your other materials imo. I'll be following your progress.
@Handwiches Thanks. Update: Redone some of the vegetation, added edge wear to the structure, also animated cobwebs! They turned out much better than I expected. Latest Batman game gave me the idea.
I like what you're going for, with a linear progression through the scene. I think less shots and more cinematic scenes might play in your favour though.
It's also a scene that would really benefit from a 360 render of the interior as well, I'm not sure how you'd do it and keep the quality high, but I'd love to look around it myself. There's lots of dynamic elements like the light and the tap that really give life to the scene.
The only crit I have on the actual art is turn down the bloom. Everything is so washed out and distracts from the environment. Add some subtle colour grading that achieves a similar dry/abandoned mood to your current setup, but with less bloom.
This is a seriously great project though, love the outcome.
Like the others have said, really love the progression which happened with this scene. The final results are really nice especially now I can admire it all with less bloom.
Replies
Started on the structure. I might change the brick texture with a photoscanned one later.
I will follow your thread
Keep up!
PS: don't forget the Cockroachs and flies
Mirrors and stuff. Also have a proper ceiling now.
Thanks.
http://polycount.com/discussion/158093/ue4-abandoned-georgian-room-scene#latest
He explains it somewhere there, you have to modify the normals of the top vertices where it touches the actual ceiling and have them look downward, then just apply a planar uv to both ceiling plane and the peeled geometry.
https://upload.wikimedia.org/wikipedia/commons/2/2e/Normal_map_example_with_scene_and_result.png
I'd love to try this out.
Anyway, as for a comment that is valid to your progress, I feel the tiles on the wall are too linearly placed, even if some are missing from the wall, there is a linear line running through the top edge, some imperfection/variety would help sell it better. Minor detail though, shouldn't matter, you're already going well.
@cmc444 Thank you, I should redo most of the textures before the end, and add details to others.
Thanks, I created a world space uv for the water, basically I projected different textures from the top and the sides, then used a linear interpolate node combine the falling water at the sides and the stationary one at the top, then you can have any mesh to have water falling down regardless of their uv's. There is a example of the material in the subway station scene which you can download from the unreal marketplace.
Added two physical ceiling lamps. One of them sways a bit from the wind, the other is dislodged from its place and swings. I always loved dynamic lights since I played the second silent hill game.
The green grass is too tall imo even if the place is desolated...or perhaps this is the kind of grass which doesn't match the envi...so perhaps more thight and tall, not sure...
The exterior mood is really great man, keep up the nice work gg
Just did a parallax test for the floor drain. Maybe I could've used a decal too, will test the decal version soon.
https://www.youtube.com/watch?v=kC5abTRDgSw&
Update:
Redone some of the vegetation, added edge wear to the structure, also animated cobwebs! They turned out much better than I expected. Latest Batman game gave me the idea.
https://www.youtube.com/watch?v=QPhWDiAl74Y&feature=youtu.be
It's also a scene that would really benefit from a 360 render of the interior as well, I'm not sure how you'd do it and keep the quality high, but I'd love to look around it myself. There's lots of dynamic elements like the light and the tap that really give life to the scene.
The only crit I have on the actual art is turn down the bloom. Everything is so washed out and distracts from the environment. Add some subtle colour grading that achieves a similar dry/abandoned mood to your current setup, but with less bloom.
This is a seriously great project though, love the outcome.
Thanks, just added a few more longer cuts. Working on the sound right now.
Also, thanks everyone, I just submitted it to the marketplace.
Here's the final shots:
https://www.youtube.com/watch?v=jj8rM3nHI8Q
My only critique (a nit-picky one) would be the WPO intensity on the Drain decal should be 50% of what it is now.
Really digging the exterior composition and colors!
Like the others have said, really love the progression which happened with this scene. The final results are really nice especially now I can admire it all with less bloom.
Can't wait to see what you produce next.