Hey guys!
First time poster here. We currently have a class in environment art, and the assignment is to make a modular environment together with 3 other people in the class. So we each have different locations, but the scenes should work together, style and building/modular wise.
So we decided to have Overwatch as our main game influence, when it comes to the style and aesthetics. So I guess my scene will (hopefully) land somewhere between Overwatch and Diablo III (since it's a dungeon). Another thing we put in the style guide is that we all will have some kind of occult bird theme to our scenes, and we chose to have the raven as our go-to bird. So my hero piece will have something to do with a raven.
What I hope to have learned in a few weeks:
- Get a better workflow for modular environments (duh)
- Optimization
- LODS
- Make tiling textures that are not repetitive and boring
- Overall UE4 stuff, but will focus on mostly lighting and materials(vertex painting/masking)
The first week was spent on deciding what kind of environments we wanted
to make, and also make a comprehensive style guide for the group when everything
was decided. We also made personal reference images/breakdowns for the
modular pieces, textures and props. Here is my reference image:
Week 2 was spent on blockout/speedmodels. Here are my pieces for the scene.
This week we have been making some high polys, textures and just working on making the environments awesome. I worked alot on making the textures for the floor and walls, sculpting and learning how to make tileable textures in Zbrush. Here are some progress shots:
Would love feedback on ALL aspects of environment art. Cheers!
Replies
Place the camera at eye level, about 1.8meters. Thats how we get a better understanding of scale.
In general though I cannot see your scene clearly to get an understanding of it
For early stages better light up your scene really good to see everythibg clearly and spot any mistakes, and when you finish it make the mood you want with the lighting.
I've been making three different textures for the floor. Standard / Very broken / Wet. I blend between these with vertex painting. Not really happy with the wet one, i have basically just lowered the roughness to almost 0. I would like to have it look like the water is filling up the crevices between the bricks.
Zbrush sculpt of the broken one:
A bit more lit up:
Really struggling on how to make a nice scene, probably should have spent a bit more time making a better blockout. The main problem for me is the walls, they just seem so boring. I reworked the texture a bit, but still very boring. Maybe I should add some trims and pillars to make the walls more interesting!
Some pictures of the props and scene:
One thing I 've come to realise is that lighting plays 50% of the composition in a scene. You can watch lighting academy for some videos on that, he is propably the best guy I found
Got a chance to do some work today after the holiday break. Worked on some props, sculpting and texturing. Texturing is basically adding a smart material I made i Painter, so not much work in there. Will probably go back and polish the textures in SP at a later stage!
Really struggling on how to make a nice scene, probably should have spent a bit more time making a better blockout. The main problem for me is the walls, they just seem so boring. I reworked the texture a bit, but still very boring. Maybe I should add some trims and pillars to make the walls more interesting!
Some pictures of the props and scene:
Threw a few more textures on today and redesigned the scene a bit. I think it became better, but can still be improved. If anyone has any suggestions on how to make a cooler scene, that would be truly welcomed.
I added some geometry to the walls, I think it became much better. Every brick is now popping out. I still think I need some trims to make them look more interesting though.
Some pictures:
The wood textures are just a Unreal standard wood texture, I will sculpt and texture the beams soon. Still not sure if I should have the roof exactly above the beams or if it would be cooler to have some space between the roof and the beams.
Cheers!
Pictures of the current state:
If anyone has any suggestions on the lighting of this scene, that would be helpful. The focal point will be on the altar where the hero piece will be placed. I also have an idea of opening up the roof right above the hero piece to let some natural light (and ofc godrays) come in.
Cheers!
The hero piece is now also in place
I also got some shadows coming from the torches now too, but still wanna get some nicer shadows dancing on the walls and pillars.
More pictures can be found on my ArtStation: https://www.artstation.com/artwork/qGYeR