5th and final landscape for the week. After having some input from my mentor I'm blown away how it looks, I may redo all my landscapes with this method now.
Hi Bryan, you alluded to a "method" in this post that works well for you. Would you mind elaborating on that?
@GraphicArtsAttitude I work in both, at the moment I'm quite invested in "static" skyboxes. In the coming months I'll be going more into volumetric realtime skyboxes
@cjwidd I was shown some good ways of texturing the landscape using macros and a more refined way of editing the erosion compared to what i was doing. For the macros they are the standard macros from WM. as for the erosion I used the "height" and "slope" nodes while refining the erosion around the landscape.
I'm back at school so its just essays for me now on for awhile I'm still working on some skyboxes and sky related things in my own time. This post is a bit late
I was lucky enough to be interviewed by 80 Level on my last piece: Snowy Peaks and a general overview of the software I use
I've picked this project up, so far I have spent a total of 4 days on this warframe project for my next piece, I have set up most of these pieces to be modular so I can create different scenes. It's also a good exercise to get the rust off the hinges after being away from Maya for nearly 6 months
So this week was a bit slow and didn't have a decent amount of quality, but it was nice to learn a few extra things and go back over my old process. This week, I may go over the Halo material and create a small scene, spend some time refining and add some flare to the material like random glyphs and so on.
New Skybox (proper image for UE4 was rendered differently to this static showcase render)
Cleaned up volumetric artefacts and put into UE4, with false movement, depth fade, Rim...glow and lightning (Not in the video) on an existing project
I also did a small material study on a material used in Halo 3, which I'll develop more on when I'm back, but so far I've set it up so you can have multiple layers, interchangeable textures, individual layer depth.
Halo 3 Epitaph Texture
Bad WIP
Heres a vid of this weeks work, it has been a bit slow as I'm on a slight holiday
Working on the new skybox for the Warframe scene, here's a small snippet of the full image, this is just the base pass, Thinking maybe an Ice planet for this project
New Post for 2019, been a bit busy at work but here's to a new year and better skies
spent the weekend editing some of my skies and putting them in the First Person Shooter Demo. Heres 3 skyboxes, It's just a little fun and experimentation.
I have more images, but I don't want to overload this post
Its been a little while, Over the next week I'll post some of the work I've done while I've been away.
This first post was part of a Sky thesis I did when I was at school. In the thesis, I covered the history of skies in-game, Rendering techniques and the relation between meteorology and games to have a better understanding of how it can be effectively used to create even more realistic skies.
can you recommend any workflow or tools to use in unity at all? or any software agnostic skybox creation tools?
@Alex Javor I'm not too well versed with Unity, But there are a few you can use.
Houdini, Vue and Terragen is a great start, a bit pricey but offers the most in terms of creativity (there's also one called spacescape which allows you to create amazing space backgrounds and it's free) I think they may still have it but if you want volumetric clouds and weather systems Truesky from Simul is available.
I create most of my stuff by hand in Vue and composited in Unreal
This next study was about shape and colour/mood. It was a bit different as this lent towards a more Disney/Pixar theme. It was nice to try something different.
breaking this down further, I paid careful attention to readable shapes within the clouds and identifiable moods through lighting
As a Vista Artist, I constantly study various things relating to Environments. This project was made by mistake. I had an idea at lunch one day if I jam a few nodes here and there I can create some sort of topographical map. Over the course of about a week, I created a macro (mid world machine update....uughhh) but this is the result of the small random project.
This project started off from playing a lot of Destiny and loving what Mark and Eric have done for the skies and loading screens, I wanted to create something a bit like it.
The project taught me a lot with optimization when it comes to rendering in Vue.
Its been a while and damn has a lot has happened, had a few good things going for me at work, looking after a team to really get things going in terms of world-building and lighting....then got made redundant 2 weeks before the virus made NZ go into Lockdown
not gonna lie, it has been tough, but it's given me a bit of time to learn some new software in HDRI editing (Nuke) and practice a bit more with RTX and trying out Ansel.
To see some the larger 4k images and more follow this link
Replies
@Jack M. thank you so much
@codyaq2 Thanks
@cjwidd I was shown some good ways of texturing the landscape using macros and a more refined way of editing the erosion compared to what i was doing. For the macros they are the standard macros from WM. as for the erosion I used the "height" and "slope" nodes while refining the erosion around the landscape.
I don't know if this will be taken all the way to a finished state as I'm learning some valuable skills which can be put into any project.
I was lucky enough to be interviewed by 80 Level on my last piece: Snowy Peaks and a general overview of the software I use
Full Interview: https://80.lv/articles/sky-creation-using-vue/
New Skybox (proper image for UE4 was rendered differently to this static showcase render)
Cleaned up volumetric artefacts and put into UE4, with false movement, depth fade, Rim...glow and lightning (Not in the video) on an existing project
I also did a small material study on a material used in Halo 3, which I'll develop more on when I'm back, but so far I've set it up so you can have multiple layers, interchangeable textures, individual layer depth.
Halo 3 Epitaph Texture
Bad WIP
Heres a vid of this weeks work, it has been a bit slow as I'm on a slight holiday
Youtube Vid
I finished stage 2 & 3 for my Warframe Corpus project about a week ago.
Larger images and the other stages can be found here
Stage 1: Warframe Corpus Project Stage 1
Stage 2: Warframe Corpus Project Sage 2 & 3
Preview Quality
spent the weekend editing some of my skies and putting them in the First Person Shooter Demo. Heres 3 skyboxes, It's just a little fun and experimentation.
I have more images, but I don't want to overload this post
Altocumulus Study
>>Link<<
Just a lighting study for multilayered atmospherics, Cumulus with some Altoculumus & Altostratus mix
work I've done while I've been away.
This first post was part of a Sky thesis I did when I was at school. In the thesis, I covered the history of skies in-game, Rendering techniques and the relation between meteorology and games to have a better understanding of how it can be effectively used to create even more realistic skies.
Full project here
https://www.artstation.com/artwork/YagGNq
https://www.artstation.com/artwork/mq1JqY
I'm not too well versed with Unity, But there are a few you can use.
Houdini, Vue and Terragen is a great start, a bit pricey but offers the most in terms of creativity (there's also one called spacescape which allows you to create amazing space backgrounds and it's free)
I think they may still have it but if you want volumetric clouds and weather systems Truesky from Simul is available.
I create most of my stuff by hand in Vue and composited in Unreal
breaking this down further, I paid careful attention to readable shapes within the clouds and identifiable moods through lighting
Project: https://www.artstation.com/artwork/XBXz40
More images and a small holographic video in Unreal can be found here
https://www.artstation.com/artwork/bae8no
The project taught me a lot with optimization when it comes to rendering in Vue.
https://www.artstation.com/artwork/mqe2y1
Just for fun, It was a good break from everything
Its been a while and damn has a lot has happened, had a few good things going for me at work, looking after a team to really get things going in terms of world-building and lighting....then got made redundant 2 weeks before the virus made NZ go into Lockdown
not gonna lie, it has been tough, but it's given me a bit of time to learn some new software in HDRI editing (Nuke) and practice a bit more with RTX and trying out Ansel.
To see some the larger 4k images and more follow this link
https://www.artstation.com/artwork/Qz1554