Hello everyone, I'm in my final year in school and working on some environments in my free time to fill out my portfolio. I've been putting off making a thread but I figure I'm at a good spot to open it up to public critique. It's still got a ways to go till completion, but I'de like to hear your thoughts on it.
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The original concept is by Daniel Conway
http://danielconway.artworkfolio.com/[spoiler]
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Additional Images
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And a gif to see the water in action.
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Thanks!
Replies
Mucho love from the Ubi Massive art-team!
I'm not an environment artist but I'm sure lots of people would love to see a breakdown of the work.
Btw I don't think you need to put a spoiler tag in your own thread
@chrisradsby @Mathew O Thanks! Much love back, I absolutely love Ubi's environment work.
@Luxap Haha, yeah I'm following your work aswell, love that rainforest.
@Tits THANK. I still feel that many aspects are subject to change, but I've received a lot of requests so I'll definitely be doing several breakdowns when it's in a more finalized state. As for spoilers, I was just a little worried about the images being too big/many.
@Nuclear Angel Thank you! Yeah the water comes through much better when it's moving. I've compiled a to-do list at the bottom.
@Makkon Thanks! Yeah that aspect has bothered me a lot, I am reworking the stairs as we speak. This fractured cut stone look is a little trickier than I imagined.
@Sebeuroc Thanks, I want to push it even closer to that feel!
@R3D Bruh
@Norron Thanks, yes this bothers me a lot as well, I may need to look into some kind of negative light solution or some way to block bounce light from reaching there.
@NoRank I like to hear that, I'm trying my best to capture even a fraction of Dan's style.
For now my to do list is:
- Stair rework
- Foreground contrast
- Rock material tweaks
- Particle variation
- Moss variation
- Hanging moss geo
- Icicles
- Falling ice bits
- Ice material tweaks
- Fog tweaks
- General lighting tweaks
http://advances.realtimerendering.com/other/2016/naughty_dog/NaughtyDog_TechArt_Final.pdf
I never really thought about that, pretty nifty trick!
Looking great! The GIF is just pure lovelyness! My only critique would be that I get confused by the scale of the environment. At first glance it looks really huge, but then looking at the size of the stairs it looks kind of small. But with most elements being rock or water etc, I don't have any object of reference, the stairs may be huge or small, I can't really tell!
No wait... they provide actual code, and it requires a light vector to do:
float microshadow = saturate(abs(dot(N,L)) + aparture - 1.0); //where "L" = light vector.
Page 38 to 40?
float aoFadeTerm = saturate(dot(vertexNormalWS, viewWS));
ao = lerp(1.0, ao, aoFadeTerm);
Microshadow looks pretty dope though, I bet you could do that in UE4 aswell.
Didn't mean to start answering questions about others stuff, sorry about that!
I'll let FullSynch explain his own work! xD
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Fresnel AO is genious - very well implemented! You've got a ton of really awesome things going in this scene - I'm definitely interested to see that flow system!
Also, the water in general is gorgeous - I absolutely love how voluminous the main waterfalls are. It's nice to see them not just particles or planes.
The only "critique" I have, if you could even call it that, is the big ice in the back. When I see the top of the image, I think "oh, it's a painting," and then when I get down to the rest of the scene, "oh, no it's not." It's still beautiful, and it works - it just doesn't quite match the foreground style IMO.
I agree with KirsLW about the ice: looks a bit off together with the rock part. But it's a really small detail. It's really an awesome work!
@KrisLW I appreciate the kind words. I totally agree about the foreground, hopefully this iteration is a little closer.
@xChris Thanks man! I try my best.
@luliae Thank you, it's been interesting trying to balance the style.
@ant1fact Haha, thanks!
This week I've reworked the stairs and path from the ground up. First I made a tiling cobble material in Zbrush. I sub-d the stairs, applied the depth map as displacement and decimated it back down. After re-importing it to UE4 I had to nudge some things around and re-paint my foliage/moss, but I think the improvement was worth it. If I haven't mentioned it yet, I do all that in Blender.
Water looks kinda bad in stills, wonder if I can emulate long-exposure photography in UE4.
@ZacD Agreed, I'll tackle that soon.