Hi guys! I finished working on Halo 4 inspired scene - forerunner themed environment based on a concept from Halo 4 artbook.
Here's concept itself and my implementation captured within UE4.
For this scene I used interesting technique - all assets made using custom vertex normals and tiling materials with no bake. Details made using deferred decals (normal, emissive).
Final screenshot from UE4
Concept art from Halo 4 artbook:
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Blockout stage shots:
Unreal shot:
It's really rough right now and one thing I learned from this - is that it's far more harder to replicate these shapes correctly from concept art: it's not always clear what shape is where. But working on this scene is quite fun still.
I want to go with base tiling materials layed out using masks with mid poly geo (custom vertex normals + bevels) as I feel quite comfortable with this technique at work.
Anyway, that's it for now - I plan to stream my process at
Twitch though - feel free to come up and say few words of critique/comments.
Replies
Subbed!
Blockout
Here's the test material and scene in engine:
Now I'm working on top part and other pieces.
Current progress (shots in unreal):
Are you planning on doing some FX? Fog and maybe even a vector field sucking into the cone would be dope and very quickly achievable.
Good work!
That said, here's small update:
Still need to add terminal asset and maybe some other minor props. Then I will finalize lighting/fx and basically will do final touches. Hope you enjoy this scene. Cheers!
Now need to finalize FX, post processing and make finish terminal lowpoly.
C&C would be appreciated.
https://www.artstation.com/artwork/BdXqk
I can post some breakdowns if there is need for that.