Hey guys, I've started to work on a cool new handpainted environment that I'd like to get some feedback on.
The main goal here is to create a cute little world that will work well as a 360 render.
Currently working on the blockout phase, any tips or pointers would be highly appreciated.
I'm pretty much set on the main shot, being the one where you have the house left in frame, the lake central, the pier right, and trees on both sides of the shot.
This seems like the coolest shot because it has all of the major elements in the environment in a single view.
I'm not exactly sure yet what to do with some of the other angles though, the current 'back'-view is just a bunch of placeholder trees, and i'm not sure what kind of neat stuff to place there.
An outhouse and a pile of dried logs come to mind, but apart from that i'm not sure where to go with it.
I'll be posting frequently about the progress, the project's deadline is in three weeks, so stay tuned for more!
Replies
daniellooartist said: I want it to be a very comfy scene, so I'll go for warm colours. Lots of beige and browns
DeviatePanda said: Thanks! These are screenshots out of unreal engine.
Thanks! the grass indeed looked off but that was just a placeholder.
The grass looks cool, but I think It might work better with the lighting by using altered normals,
I reckon It'll create a softer blend between strongly lit and darker clumps of grass.
(source is http://wiki.polycount.com/wiki/Foliage, has tons of great stuff)
Awesome progress!
More updates! I textured all the props already in the scene and finally added some decent lighting. Now the scene is really starting to get the comfy atmosphere I want it to have. I added an image that compares the previous version with this one.
Added a few other props like some pillows and flowers.
I would like to take a vacation in a place like this.
All looks amazing, congratulations on getting it all finished!
I like the little flower on the side of the flowerpots, small but lovely detail.
If you want to go back and push this further, here are a few suggestions:
I think the lighting and post fights with the textures a bit. You have these lovely crisp stylish painted textures everywhere, but then there's soft normal fog and lots of soft light bloom, and realistic fire, which goes against the texture style.
Also the bloom on the hanging lights is coming more strongly from the string at the top and not the lanterns body.
I like that you gave the light strings some swing. I don't like that they're all in sync and its a simple sine wave. Also, if there's enough wind to get those lights going, shouldn't the rocking chairs be moving slightly?
Not sure how you've added the motion, as I'm not intimately familiar with the cable component, but I assume its some kind of general sine wave applied to the end points or verts.
I'd suggest making the oscillations of the lights be based on some world coordinate origin you can specify in the blueprint, then using the x y or z part of that coordinate as the driver for the waveform. Even with a simple sine this should put the lights out of sync a bit and it will look more natural.
For a more natural, but still somewhat predictable waveform you can compose a few waves together with differing parameters, something like this:
WaveAmplitude*(((sin(bx+c) * sin(nx+m)) + (sin(jx^k +l))/2)
where X is the coordinate you're using as your zero point in the world, WaveAmplitude is some number that controls how much things bounce, and all other letters are constants of your choosing to shape your waveform.
You'll get something like this depending on what you feed in for the assorted constants.
It still has regularity, but has some additional bobs in it that lend a more organic look.
Excellent work on the scene.
Stunning and lush work!
I was also curious about how did you make those awesome roof shingles. Is it a texture with displacement map? Is it geometry?