Hi PolyCount members!
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I'll be posting the progress of an unreal based project here.
Feel free to give feedback, always welcomed!
The project is based on this artwork made by a great artist named Alexander Chelyshev.
I'll be adding my personal twists to the project while keeping the same composition.
I want to make it more old london sewer esk.
I have been working with unreal shaders to make a world position based texture (no uv tilling / matching required) with some large scale variation and blending that with a (temporary) Plaster shader. The blending is done with vertex painting and some texture / height magic.
Last week i Learned the basics of Substance Designer so i decided to make my own plaster material. This was the result so far.
Replies
yesterday:
Now with some extra lights and folliage.
Scene starting to come together. still needs more dirt / tilles / allot more folliage.
Feedback Welcome.
I'll assume you are going for the feeling/atmosphere of the concept..
Scale
Your scene reads like a (slightly taller than normal) room. The concept one is huge in comparison.
If it is that big then it's just missing objects humans can relate to. It helps judge the scale of the room in comparison. Your grass isn't really selling the scale right now.
What I would suggest is adding the ladder/stairs as a first step and also tiling the skylight grating more often. You could easily add some junk that we can relate to as well.
I can tell you are probably struggling with the perspective and lens. It seems like it's almost a wide angle because you can see quite a lot of the space in the concept.
Try to get some more color in as well. It feels like the whole scene is grey right now. You could separate walls and floors by making the walls the brown sand color and keeping the concrete on the floor.
Personally I'd also keep the ceiling support trim thing. It helps breaking up the flat ceiling.
Spend more geo on those hard edges and keep going!
thx allot for the great feedback, this wil help me allot.
Now going back at it!
To add to what @Cay had said. Definitely add the latter to see the height difference between the ground and the entrance of the tunnel. I also feel the tunnel its self it too wide at the moment. Maybe 25% less would be good.
The space between the top of the tunnel and the ceiling is a bit to big as well. Maybe bring it up a bit.
Small things, but this is going to look great.
@cay@CandyStripes05 @chrisevansart
Thanks for the interest and great feedback, i did my best to apply it.
Sorry that i didn't answer Chrisevansart, been in crunch mode for last 2 days.
Here is my artstation post:
https://www.artstation.com/artwork/X3kDn
thanks for the feedback, and i agree with the hanging vines, altho i dont know a good way to mass paint a something like this, while still being uniek looking and dynamic like. i have looked into splines and generation, but i dont think thos were good options for the amount of foliage. looking back i think just modeling variations would have been the best option for a non linear look. Do u maybe have a good tip on how u would have handeld this?
@Eric Chadwick
thank u! thanks for the tip, the last pictures are all jpg's will also make them smaller in the future. greetings!
If you used a max resolution of 1920, the file sizes would be more manageable.
Try downloading the images after you post them, you'll see.
Thanks man!
@Eric Chadwick
Yeah, i tried vieuwing on mobile phone, and was indeed painfully slow. reuploaded with 1920 res.
Should be ok now. Thanks for your help!