Erro there, i'm creating this thread to show my progress with my environment piece i wanted to create all last summer... so it here it goes! Concept art and everything is original (concept art was help from a friend) but i directed the art and style for it. P.S FORGIVE ME FOR THE BOMBARDMENT OF SHET BUT PLEASE BARE WITH Crit reallly appreciated if possible.
Idea of the environment is a city influenced by Tokyo and Venice (more on the tokyo side). The city will have been flooded and the people will have adapted to the drastic climate change, where people live on the surface and underwater.
REFERENCE & INFLUENCE
CONCEPT ART
MODELS
Trying to think as modular as possible if i can, and I want the city to be pretty crazy, not sure how much i'll be making for the city yet but it will probably involve a street or market place
Hey Leb, really appreciate the kind words, do you mean the pulsing green light? If so, I created a material in unreal, with a cosine driving a bump offset I can take a screenshot of the material editor if you wish!
Very cool concept, looking good so far! The moving holographic signs are going to sell it well. I will say, the coke machine is looking a little out of place, I'd expect it to be more high tech looking, even if it was old. The baked plane inside is looking a little flat and last gen. I'd suggest either adding some geo to the bottles, or adding the illusion of more bottles behind, but this could be place holder, so take it with a grain of salt. Subbing to this!
Very cool concept, looking good so far! The moving holographic signs are going to sell it well. I will say, the coke machine is looking a little out of place, I'd expect it to be more high tech looking, even if it was old. The baked plane inside is looking a little flat and last gen. I'd suggest either adding some geo to the bottles, or adding the illusion of more bottles behind, but this could be place holder, so take it with a grain of salt. Subbing to this!
Ya I totally agree with you, the vending machine was my first model for this project, so ill go back and remodel and it to look more high-tech, more polys and more badass Thanks for the feedback, really appreciate it
Hey I'm back with a little progress on the blockout and the general feel of the project, looking through some further reference and research, this images below give an idea of what im looking for Crit really appreciated and wanted!
REFERENCE
I plan to add an insane amount of lanterns and glowing signs like the noodle bowl in the reference below.
GREYBOX
UPDATE ON PREVIOUS BUILDING
I'm unsure what mood i'm going to direct myself into, but the images below are a few tests
TECH/SHADER UPDATES
Heres a tileable water effect in unreal, still need adjustments to depth fading and foam
At the moment, I'm doing some shader tests to get some rain effects hitting the escalators glass and floor. Will post that up soon.
An update on vokyo, working with some rain animated materials and particles to get a better atmosphere with the fog and distance view, crit really appreciated!
I made a ripple B&W mask with a radial expontent + Generated Band + a couple of panners for variation and then converted the ripple mask into a normal with 'Normals from Height Map' node. I can post up my material at a later date
Hi your work is phenomenal and certainly beyond my league. It's wonderful jut to take in all the visuals. If I could offer any suggestions for the design of your world, I would maybe say that it could be a cool idea to sorta implement some type of life support system for the inhabitants of your world. I get that they may have adapted to the environment, but perhaps you could have some sort of oxygen station or something like that for when your city may get too humid from all the surrounding water. You could even have some sort of defensive wall, weapon or other system for if under water creatures attack you XD. That's all I could think of to boost your already spectacular work
Really good work so far, I like the concept and look forward to seeing the finished piece.
It's come a long way since the first draft of the scene, the wet pavements look awesome.
The water ripple technique you're using flew over my head a bit, but I'd love to get a better understanding of it so I can implement something similar in my engine.
btw the concept piece you refer to in this thread is made by Mark Ranson and other talented artists. Check his Artstation for more awesome reference: https://www.artstation.com/artist/markranson3d
Thanks for the kind word and crit guys ^-^ Heres an update on the environment. For the water ripples, I created a radial generated band with a panner, I can upload the nodes at a later point
Coming back to the scene to give it some further cleanup, I modelled and textured the interiors to get rid of the bad parallax effect. Heavy crit needed if possible!
nice env, lotsa hard work in there! Like it a lot but the render is crap. Got tonnes of flickery aliasy highlights, the lighting hides a lot of your work and makes it hard to read and generally ruins it. Great art, bad scene composition/rendering.
nice env, lotsa hard work in there! Like it a lot but the render is crap. Got tonnes of flickery aliasy highlights, the lighting hides a lot of your work and makes it hard to read and generally ruins it. Great art, bad scene composition/rendering.
Hey, chimp, yeah I totally agree with you on those points, it was my first project in unreal and I was quite limited in my knowledge in rendering within the software. Will take this on board for the next project I have in mind!
Replies
REFERENCE
I plan to add an insane amount of lanterns and glowing signs like the noodle bowl in the reference below.
GREYBOX
UPDATE ON PREVIOUS BUILDING
I'm unsure what mood i'm going to direct myself into, but the images below are a few tests
TECH/SHADER UPDATES
Heres a tileable water effect in unreal, still need adjustments to depth fading and foam
At the moment, I'm doing some shader tests to get some rain effects hitting the escalators glass and floor. Will post that up soon.
An asset that i managed to spruce for the game, crit really appreciated, and should be an idea of what style i w ant
https://www.artstation.com/artwork/XzG03
P.S Don't mind the upside down hiragana, it was a flipped uv mistake :P
https://gyazo.com/624e86220c31577bc2a65e5a904e8605
https://i.gyazo.com/4d48f7fb6479bf9cbcee3cdb2330e880.mp4
https://i.gyazo.com/2b914a42be82172b13e5776e523b6e8e.mp4
https://gyazo.com/296ac802349c5c0666a5069470a25103
https://gyazo.com/32b7a21438cdfb95443cc50f775c3d94
https://gyazo.com/53281239dbd5b08205b8e081c8347637
It's come a long way since the first draft of the scene, the wet pavements look awesome.
The water ripple technique you're using flew over my head a bit, but I'd love to get a better understanding of it so I can implement something similar in my engine.
btw the concept piece you refer to in this thread is made by Mark Ranson and other talented artists. Check his Artstation for more awesome reference: https://www.artstation.com/artist/markranson3d
:-)
Here's a couple of gifs to show off some motion with rain drops, water and some texture closeups
https://i.gyazo.com/9f4c6a7039a2c29cb1c1bda5c1615f81.mp4
https://i.gyazo.com/5acbe0c2ceea2212ffc834ef1a3b49dc.mp4
https://i.gyazo.com/9de9d948c9975b523d394393e6c20c5f.mp4
https://i.gyazo.com/957b1ba1c12f532ad9d42664eb0bea4e.mp4
https://i.gyazo.com/65fa44337f95e237c74ba4440029c5cc.mp4
I also plan on including a character within the scene
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Also heres a few assets
https://gyazo.com/e3e17c2dab5099447775768a7dfbae18