Hi guys and gals, I'm starting off this thread as I've been nagged for the longest time to get one started by my lecturers and finally biting the bullet.
Just gonna be posting in order to get any feedback and critique from the wealth of insanely amazing artists on this site.
Replies
Here's before:
Here's now:
If you can think of anything that would help to improve it, I would appreciate it.
Cheers
Craig
Love the new direction for the brown panel strips, the lighting reads so much better as well. A bit more direction on focal point would be nice, see image below. Love the new sepia tone.
Only got to put up with us until May 2017 and then your free. Ha-ha!! super proud of you, keep it up!
So I'm working on our final project at uni called 'Fringe'. It's an open world - adventure - walking simulator esque thing.
My role is basically - Environemnt artist for all things organic - rocks, trees, foliage, layout, lighting and atmosphere fx etc.
And for the past couple of weeks I've been making a bunch of modular rock sets that can hopefully be bundled together and make some nice shapes
Very large sheer cliff face in Marmoset, (4000 tris - it's a lot for rock but these guys are massive in game so want to keep the shape looking nice)
Going for this sort of look (the background rocks)
Rock wall bundle
Generic boulder rock
Generic boulder rock 2 (affectionately known as turd rock)
And here's some in game shots of the progress so far (all trees and weird janky rocks are currently proxy and gonna be replaced later)
A quick test in engine with my snow material slapped on
A quick test in engine with my snow material slapped on
An adventure begins...
Cheers Krato
Actually the five super clean ones at the top were rendered in Marmoset 3
and the in engine shots were rendered in Unreal Engine 4.
Mainly for the past week or so, I've been refining rocks, re-doing the landscape material with a bunch of new textures created in Megascans studio (I know you're gonna say that's cheating, but we love the look of them and it's quick) oh and yesterday, completely re-did the lighting as it was looking horrible. Hopefully a bit crispier now.
and also today, started on my first attempts at creating the 'actual' trees that will be in the game.
(disclaimer, some shite proxy trees also still remain)
Feedback and crit, always appreciated.
Already on TODO list
Add forest floor bedding (twigs, fallen leaves etc)
More tiny rocks here and there
Snow on the trees, I know, I know.
Finishing off various rock textures.
Making new and more weird looking foliage (all in the plans)
replacing out old ugly trees with nice new ones.
New sexy hero tree. by no means a finished piece, but better than previous ones, has tesselation and snow plugged in now.
And new rivers are coming. Ben the other Envi artist is in the process of building a spline based river with auto flow built in as we speak.
CnC welcome
Also LOD'ed everything possible and downsized textures to a more reasonable size so the game actually runs smooth - ish now.
Oh and slapped some moons in but was a rush job just for Alpha.
CnC welcome as always. Would really appreciate any feedback or suggestions.
Still got a lot more foliage to create and paint all over the place.
Seems like there's tessellation on most of the tiling textures. Were you able to optimize that aspect of it? I know Unreal's terrain functions have their own specific tessellation behaviors it can be hard to pin it down to something usable.
Hey man, thank you for the nice comments
I wish I had time to model a full on tree but time is against us with my uni final project's deadline in a month and a half. So yeah, speed tree. Basically took a pre-made preset and then tweaked it to my liking. The texture was sourced from third party sources but remodified in line with the project's style.
And yeah,there's tessellation on all of the landscape textures and materials. Basically, UE4's tessellation is just a bugger to work with, but I've found the best thing is to make your height/displacement as and low frequency in detail as possible. The higher the frequency, the higher the jaggy spikes which are just unavoidable in UE4 it seems. What is nice though is that I've set up the landscape material with distance based tessellation with customisable falloffs. So wherever the character / cam is, there is a radius around that increases the tessellation density.
Followed this great tutorial for it,
There are 4 videos in his series on landscape materials, they're fantastic