Hello dear polygonians!
"
Assault on Pyongyang" is my latest environment piece I did at work, from my own design.
This one was a lot of fun, since I got to cover the whole process from the initial sketching to the final piece running realtime in Unreal Engine.
The barely visible, but awesome, character was made by Sergio Díaz and the truck modelled by Luis Salem and textured by Rodrigo Villanueva. All the other aspects (including
modelling, procedural materials, texturing, lighting, composition, particles, concept, etc,) were handled by me.
Here´s the
Artstation link: https://www.artstation.com/artwork/4q6AW
I worked mainly with:
Blender, Unreal Engine 4, Substance Designer, Substance Painter, Speedtree, Photoshop, Topogun 2.
These are the final renders:
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Will now be showing you guys some of the process behind this piece
Cheers!
Otto
Replies
All started out with the plan on making an environment piece when we could showcase a character and a vehicle piece (even though you can barely see them in there, I will post links to those two amazing pieces once they are uploaded by their creators).
So, after the brain storming it was decided it was going to be an abandoned north korean gas station which was turned into a Comunications Center by chinese special forces.
So I started to blockout the basic layout of the level
Please note that some of the assets (the military truck, the car,) were downloaded from the internet just to get a quick overview of the blocking process.
So my main idea was to make an abandoned gas station in the forest region of Pyongyang (North Korea) occupied by chinese forces. So they come from the air, with barely the basic stuff to get this fortress ready and some antenas to wireup some key communications for invasion... or some like that!
So even tho I had a quick blockout of how I pictured the Gas Station, I did some silouhette concepting to get something that worked a bit better. There were like 30 different options, but this is with I sticked to:
And here is the new blockout all layed out (with a bit of lighting changes and some quick trees):
At this point I started to get the blocking a bit more polished. With small temporary props and setting up the cameras.
The floor is this procedural texture (substance Designer), which is an old piece I did a few months back and tweaked a bit. Then did some other 2 variances for vertex painting.
I also made some grass (very wippy at this stage).
These are the two shots I decided to go with. At their most basic state at least. From now on you will see mainly big composition corrections, strong lighting adjustments and tons of new props.
This looks soo good I would have never guest it was rendered in game engine .
@RustySpannerz Thanks a lot man!
@AXEL @Tomiajayi Hey guys! Thanks for the kind words. Will be uploading more of the process in the next days as I have some more free time to do it. I will share all my setup then ^^ I`m even planning on making a flythrough, but I dont have all the level built up, only what you see in these two cameras.
Cheers,
Otto
How did you go about the tire tracks? decals placed one after another?
@Tomiajayi It has very strong postprocessing volumes (many will have to be shut down for the playable demo) and a bit of beauty work in Photoshop. The Photoshop edition includes some soft Levels tweaks and extra details on the rain to make it look cooler (I`m not very good with partciles tbh). Anyways, you can see some very strong game edges here and there if you look close enough ^^ haha
@Spencer_Holmes Thank you Spencer! Means a lot man.
@Maximum-Dev Haha! Thank you man. Actually they were just a very long decal
@ConnorDuke3DArt Thanks Connor! use vertex paint for texture blending. I created 3 different variations for the same material and blended them together with height based vertex paint. Then used props and decals to break even more the tiling.
@YF_Sticks Thank you! You are too kind man
@jonnyallenlwt haha! thanks man!
Here the awesome people at 80 Level did and article and interview on this. You can check more of the process there
https://80.lv/articles/atmospheric-lighting-in-environment-building/