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Zelda Face Shrine [WIP] UE4

polycounter lvl 7
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Gremdon polycounter lvl 7
Hey everyone, I'm currently challenging myself to learn UE4's general workflow in the next month. I'm coming from a background of working nearly exclusively in Unity, so there's a little bit of a learning curve. It's still a work-in-progress, so I'll do my best to document as much as possible while I am working. Any feedback and would be appreciated!

I decided to try to re-imagine the Face Shrine from The Legend of Zelda: Link's Awakening in 3D.


I doodled some of my initial ideas. I had a really hard time trying to wrap my head around translating the 3 rooms in a way that made sense from a first-person view. So I decided to scrap that and make the environment one large room.


After that, I felt comfortable enough to refine the overall concept. I added the pillars and face statues to break up some of the monotony of a large empty room. I may end up adding more more elements later, such as rubble.

I got impatient with planning, so I started the face statue in ZBrush and Substance Painter, since it's one of the more important visual elements in the scene. 





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  • Gremdon
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    Gremdon polycounter lvl 7
    Slowly making progress over the past few days. Spent some time today working on one of the hero assets, the Wind Fish mural.


    I adjusted some aspects of my original concept.  While grayboxing the scene, I saw that the room seemed pretty boring in design. I added archways and a vaulted ceiling to help enhance the overall sense of scale.


    I'm also learning a good bit of Substance Design to make the wall and floor tiling textures. Here is my first pass at the wall texture.

  • Gremdon
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    Gremdon polycounter lvl 7
    It's been while, but I finally got a chance to start working on the scene again.  I've finished up some of the modular pieces and started testing some of the lighting and materials in my scene.







  • Gremdon
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    Gremdon polycounter lvl 7
    Made a good bit of progress recently. I definitely still want to tweak a few things, such as the moss and overall lighting. I also plan on moving on to the destroyed Armos Statue in the near future.




  • Gremdon
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    Gremdon polycounter lvl 7
    I've decided to say it's finished for the time being. I've added the destroyed Armos statue and did some minor tweaks to the lighting and placement of assets. Overall, I definitely learned a lot from this project.




    Here is the link to the ArtStation page for more screenshots: https://www.artstation.com/artwork/k8X5K


  • LorasTyrell
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    LorasTyrell polycounter lvl 5
    This is really good! I like the materials and those roots. The lighting in the ends of the room is really great, but it's very different in the middle. I think it would look great to have more defining shadows around those statues, it would make the scene a lot more dramatic. Right now the shots of the middle almost look unlit 
  • Gremdon
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    Gremdon polycounter lvl 7
    Thanks for the feedback! Yeah, The middle section was giving me a lot of problems.  I didn't want to make it too dark, but I think it ended up a bit flat.  I need tweak my settings a good bit more but here's an updated render based on the suggestion:

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