Hi guys! So I decided to participate in the artstation challenge.Watching first phase of the challenge was super exciting. And also it was super hard to choose concept, there are so many great works. I choose Igor Kirdeika concepts ghost town. And here is mine artstation topic for the challenge https://www.artstation.com/contests/wild-west/challenges/41/submissions/28921
So i started with creating blockout for chappel and warehouse. Also add few placeholders for props, such as barrels, wheels and hay sack. I'm not entirely sure that I will need a windpump, but let her stay here for now
Today i finished train HiPoly and almost wagon. Made lowpoly for train and start to unwrap. After bake i'l place train properly as crashed and then going to texture it.
That's a very cool concept you've got yourself there, looking forward to seeing how it all turns out.
It looks like the lighting is a major part of the ghost town, probably the main conponent of the atmosphere, so I'd personally suggest getting some lights into your blockout to see how it all looks. Best to see how your textures and what-not look in that lighting as your making it, rather than making them all in a vacuum.
@TheLittleJay yes, your absolutely right. I planning to bring all main objects to the bake phase, after that setup light close to original i hope. And after start texturing everything so i can see how my textures work with light
I slightly improved the houses: add broken glass, also build floor
Also added bell pole and cart (my main ref for this was cart from HUNT Showdown by Matthias Wagner) Simulate cloth for cart inside marvelous designer, still need some tweaks inside Zbrush
And finally i build train platform, but still doubt whether i needs it or not. What do you guys think?
So today i made graveyard assets: few different fences and tombstones. Probably gonna change it a little if needed, also later i want to add actual graves and maybe one unearthed grave.
And experiment a little with train platform, assets placement are still in progress
Hello @Ashervisalis I try to work at least two hours a day, on weekends little more, near 6 hours. Right now I quit my job and have week before new job,so gonna work hard this week)
I feel like the lighting's holding it back at the moment. Feels very flat, throughout most of it. And low contrast. Makes it hard to see all the hard work going into the props.
Check out how some other games do night scenes, and how concept artists and painters do them.
Here is a shot from Dishonored, that I think pulls it off nicely:
And a piece of, I think, concept art for the game, that has a great light mood with some contrast:
@Joopson thank you a lot for you feedback, it's super helpful Today i try to improve my light
WIP#27 [More light tweaks]
Today i try to improve my light. For my taste it is better than the previous variant. But i'm open for new feedbacks, so let me know what you guys think
Also i struggle with little problem: somehow my taken screenshots are slightly darken then the actual in engine picture, maybe someone know how to fix it?
The lighting looks much better now and the forms are much more clear. It's maybe a wee over-bright now, but I'd leave that for a final post pass. You have a tricky scenario with this particular concept since there are no motivated light sources in the concept aside from the moon.
The overall read of the scene is much better with the new lighting! For me, the greenish mist / fog is a bit flat. Did you try working with some volumetrics on it?
I did some quick CC on the scene to make the light sources pop more (adds dynamic and more dramatic mood to the setting). What do you think?
So i got a new great job as level artist. And I'll be a little busy, so there not gonna be a lot of updates unfortunately. But I still have a weekend's, and I'll try to make the maximum out of it.
I started to test scene for props render in unreal and that's what came of it
Replies
Wip #1 [Blockout + Some HP]
So i started with creating blockout for chappel and warehouse. Also add few placeholders for props, such as barrels, wheels and hay sack. I'm not entirely sure that I will need a windpump, but let her stay here for now
Any critique are welcome, thanks!
Wip #2 [Blockout + Some HP]
So today I continued to do blockout of buildings. Also made few bricks in Zbrush for the wellIt remains to do the train and wagon blockout and then start hipoly everything.
Wip #3 [Train HP]
So not too much progress for today. I started making hipoly train and rails
Wip #4 [Train HP]
Wip #5 [Train, Wagon, Chapel Bake]
Today was a good day=) I unwrap and bake train, wagon and chapel. My texel density is around 500 px/m
Wip #6 [Houses Bake]
So today i bake 3 more houses. I know that it's not very good to do the roof like I do, but it works for me and looks fineIt looks like the lighting is a major part of the ghost town, probably the main conponent of the atmosphere, so I'd personally suggest getting some lights into your blockout to see how it all looks. Best to see how your textures and what-not look in that lighting as your making it, rather than making them all in a vacuum.
Wip #7 [More Houses Bake + some light tweaks]
Made some more low polys: saloon, warehouse, well. Test substance livelink, powerful cool tool.
Also made some light tweaks and test lightmap density and bake
Wip #8 [House and gallow pole Bake]
So i finished last building low poly. Also bake gallow pole's. And tweak composition a little bit.
On the weekend i plan to start texturing everything and tweak light and maybe start some vegetation.
Wip #9 [Textures and Grass]
Today i started texturing, textures are still wip's, probably i'l change some of them later with final light.
Also sculpt and paint some grass
Wip #10 [More propses + Textures WIP + Some Substance Designer]
Wip #11 [Oil lamp bake]
This week was a little busy with freelance work. But here is small baked prop: oil lamp
Wip #12 [More baked propses]
Today at work I had some free time and made few more assets for more detalization. All assets except skeletons are baked low poly's
Wip #13 [More Textures WIP + Horse skeleton]
Today i made more textures, still wip. And also add horse skeleton.
Tomorrow i probably will start making a landscape and work with composition
WIP#14 [Create landscape + Few small props]
Today i made some landscape and rocking chair. Also place more barrels, crates and cactuses among the scene
WIP#15 [Substance Designer]
Small update on wooden walls material. Jacob Norris tutorial was super helpful in this
WIP#16 [Small light tweaks]
Made some light tests before going to work
WIP#17[More light tweaks]
I *LOVE* your lighting! Very atmospheric...really captures both the "ghost" and the "fog" at the same time.
^_^
Paul L. Ming
WIP#18 [Some more propses]
I slightly improved the houses: add broken glass, also build floor
Also added bell pole and cart (my main ref for this was cart from HUNT Showdown by Matthias Wagner) Simulate cloth for cart inside marvelous designer, still need some tweaks inside Zbrush
And finally i build train platform, but still doubt whether i needs it or not. What do you guys think?
WIP#19[Graveyard modeling]
So today i made graveyard assets: few different fences and tombstones. Probably gonna change it a little if needed, also later i want to add actual graves and maybe one unearthed grave.
And experiment a little with train platform, assets placement are still in progress
WIP#20[Tumbleweed experiments]
Made real fast experimental tumbleweed before going to work
WIP#21[Saloon furniture]
I decide to create few simple assets for saloon interior: table, chair's and stool's.
My light will be not like in concept, because i have different light angle, but i'll try to come up with something interesting in lighting it
WIP#22 [Chapel furniture]
Today i made few propses for chapel interior: bench, pulpit, and door
WIP #23 [Piano, barcounter, tree and some props placement inside UE]
Today i baked piano and barcounter, also create a tree(just simple splines)
Also place some more props around scene and play a little bit with light
Thank you for such kind words and i'm glad that my updates are useful to you
WIP #24[Textures]
keep up the good work . looking good so far
WIP #25[More textures + Some lanscape work]
Made some more textures improvements.
Also work a little bit with landscape, made roads and paths.
Add some fx-es from different unreal packages: fire, god-rays
WIP#26[ Light tweaks + decals+ textures]
Today i upgrade some textures, also start decals placement. And made some light tweaks: postprocessing and fake lights
Check out how some other games do night scenes, and how concept artists and painters do them.
Here is a shot from Dishonored, that I think pulls it off nicely:
And a piece of, I think, concept art for the game, that has a great light mood with some contrast:
WIP#27 [More light tweaks]
Today i try to improve my light. For my taste it is better than the previous variant. But i'm open for new feedbacks, so let me know what you guys think
Also i struggle with little problem: somehow my taken screenshots are slightly darken then the actual in engine picture, maybe someone know how to fix it?
Thanks a lot!
WIP#28 [Testing some props render inside Unreal]
So i got a new great job as level artist. And I'll be a little busy, so there not gonna be a lot of updates unfortunately. But I still have a weekend's, and I'll try to make the maximum out of it.
I started to test scene for props render in unreal and that's what came of it