First ever thread here, hopefully its done right.
So I'm a self taught skyboxer and student for 7 years in the field of 3D, Animation, VFX and Game Dev. I create snazzy looking skies. I create both Volumetric and Static skies and currently have a Hybrid set up im currently researching. I come from the land of Hobbits where the skies are extremely beautiful and the land untouched.
Soooo abit about last year before I start this year
Last year for me was an awesome year, I got a lot of work done and experimented with some awesome tech( I even created a Borderlands themed skybox and composited it in game ). I created a few fan art panoramic images that got a bit of traction as well as a interview on the basic set up for volumetric skies. Throughout the year I covered a range of technical aspects on rendering, delivering and compressing skyboxes. Feel free to check my Artstation for previous years work >>
here<<.
This year I thought why not create a thread that keeps up with all my experiments, failures, successes and completed work, It would be awesome to reflect and see how far I've gone within a year.
So the first few posts will be back to back as I have done a bit already this year, they will be compressed images with links to either videos or the Artstation page they are from.
Last years collective work
Replies
Artstation piece: West Coast
The first image I put my Heavens Window skybox in Unreal with a quick World Machine export and a quick water shader. I ended up making a video of me playing around with some savvy god rays.
Video here
I added a skybox to my Aegis Vangaurd Fan Art
Model Credit goes to RSI
Last one is a quick 10 minute Volumetric skybox which is using the same World Machine export I did above. This skybox was running at 2k (2560 x1440) at 90 FPS
@ParksMarksI'm using a compression method that is used at CodeMasters so I dont know if I can explicitly state what the workflow is. But technically yes it will be a "compressed HDR" for game Im sorry I cant offer more of an explanation
@armagon , I use a wide range of programs for Skyboxing depending on what I'm doing which is either Procedural Volumetrics or Static Skyboxes. They go from Vue, Terragen, Hodini, Photoshop and my own images. I did a small Interview for 80 level on volumetrics >Here<
Video of it in realtime >>here<<
Update on the Halo skybox will come tomorrow, unless it renders faster
Little heads up:
Because of my mentorship and masterclass I will start to post more texturing and environment art on this thread too
I spent the last 2 days creating this, throughout the rest of the week I'll create a small scene with a skybox to compile it all in
What I feel like I have to do is sort the rock and dust colour out, the sand seems fine but I find the rocks a bit off
Any C&Cs welcome
High quality and some other images >>here<<
Link >>here<<
Additional Screecaps
This is the final poly counts for the targets I've only done the walls as it was a busy week. I went a bit under on some but managed to keep the details there
Next I'm on to a Trim Sheet and UVs
The concept I referenced was on page 157 from The Art of Overwatch, Vertical Planter Concept
Full Version >>here<<
This was the original idea to mimic the fields we pass every time we go fishing but it was pretty boring....Yes YEET was in there for a teaser on my other social media sites
After adding some lakes and trees to give it a bit more story, I was still working on the water shader at this point
I'm really happy how this turned out, from a random scene trying to get my vision to engine, to a subtle storied scene and fanart for Bungie
Full 8k res and some Wips
>>Here<<
@Eric Chadwick thank you so much yeah its a bit of an issue, I'm trying to sort it out in a new scene, even planar reflections didnt pick it up
Reflection test on the windows
Short Video >>here<<
Long Video >>here<<
Image - compressed for Polycount (255KB)
New skybox
Old Skybox
A bit more refinement on the clouds, I've done a small render becasue I've enabled Volumetric lighting which bumps up the render time.
I've also been working on some materials in UE4, so far I've made a dual normal material, a pearlescent material and currently working on a iridescent material which you can kinda see in the last picture
Keep going, these look great!
https://www.artstation.com/artwork/GoqRB
The foreground will stay the same, I'll be editing the background and clouds more
Link