[UE4] Sci-Fi Morgue

shadacer
polycounter lvl 5
Offline / Send Message
shadacer polycounter lvl 5
Hey guys,

Latest scene (to give your scrolling fingers a break):



Trying my hand at a sci-fi scene inspired by Arthur Gurin's concept:
https://cdna.artstation.com/p/assets/images/images/004/572/046/large/arthur-gurin-infected.jpg?1484672981
He also kindly donated his scene to use as reference, so props to him!

The idea behind this is to create the scene first, then flex a bit of character art/sculpting by rendering out some malformations/infection on the cadavers. I felt it would also be a good way to increase my knowledge of the Substance packages a little more, and teach myself some visual design/composition lessons.

This is what I have so far:




I'm still in the awkward stage of blocking out whilst also doing the occasional set of props, so this thing is nowhere near finished.
Nevertheless, any feedback, no matter how small, is appreciated!


Replies

  • ParksMarks
    Offline / Send Message
    ParksMarks polycounter lvl 5
    Hi, Shadacer, 
    The lighting sticks out for me. Compared to the concept art, you have a bunch of unmotivated lighting -all omnis- placed to light up an area, but theyre not coming from any source. Consider some emissive planes that contribute to the baked lighting (if you're baking), or you could swap them out for some soft spot lights. There's a lot of awesome information in http://http//polycount.com/discussion/190402/ue4-learning-lighting-art#latest   this thread.

  • shadacer
    Offline / Send Message
    shadacer polycounter lvl 5
    Hey all, got an update.

    I decided to take @ParksMarks advice and redo the lighting a little, focusing on getting some colour in there and removing all of the point lights in favour of spot lights. I also made some adjustments to the scene, unifying the top trims with larger, more custom elements and building out a floor trim, which is WIP and will likely be redone as I move forwards.




    At the moment the issues I am having include unifying the metals a little in terms of value and also the need to add more details to some of my props. At the moment, I feel as if I am replicating shapes as smoothed assets and skimping on details.

    As always, any further critique is more than welcome :)

  • shadacer
    Offline / Send Message
    shadacer polycounter lvl 5
    Hey guys,

    Did a bit more work on the scene, finishing the cabinet asset and polishing/rejigging elements:



    Added a new door that leads into a planned Quarantine area:



    Also began filling out the back shelves of the room:


    Any feedback is appreciated :)

    Thanks,

    Matt
  • shadacer
    Offline / Send Message
    shadacer polycounter lvl 5
    Hey all,

    Just some quick updates:




    I made a modular set of roof panels/pieces to replace what I blocked out - the intent was to add detail that was non-distracting and add depth to the scene. I also did another pass on the floor panels to clean up and simplify them.

    Next, I will be tackling the door on the left and then the main piece, the incinerators and their accompanying wall pieces.
    Comments/critiquie is appreciated!

  • shadacer
    Offline / Send Message
    shadacer polycounter lvl 5
    Hey all, just a quick update:


    Did the doors this weekend, mapping the frames and the shutters onto one texture so I could do them all at once. I intended to make them look as receded into the environment as they were in the concept, with just a little visual interest. Attempting to learn level blueprint stuff to get some flashing lights nearby.


    As always, feedback is appreciated!

  • FreneticPonies
    Offline / Send Message
    FreneticPonies polycounter lvl 3
    Looks great, game ready I'd say!
  • shadacer
    Offline / Send Message
    shadacer polycounter lvl 5
    Hey all, another update:



    Added some pipes now, with all of them sharing the same texture. Nothing much to add though I have been experimenting with valves, lights and brackets for additional hanging wires.

    That's all for now, next is the walls!
  • shadacer
    Offline / Send Message
    shadacer polycounter lvl 5
    Hey all, 

    This time I've done the walls and crematorium at the same time - the walls will need another set of variants as the read is a bit noisy now, but there's something there, nontheless.

    The crematoriums I took two attempts to do, as the first one I designed looked compositionally boring. Here is the first design:


    The redesign added new pipes and extra details such as lights, as well as cleaning up details and adjusting proportions:


    I also pushed the textures here more than before to get a grungier look, which I will apply to the other assets once I revisit them. I wanted more of a dirty, horror vibe with the assets I have, so that will be what I push for with my revisits.

    Comments and critique appreciated!

  • shadacer
    Offline / Send Message
    shadacer polycounter lvl 5
    Hey all, I'm back with pillars!

    I designed two types of these guys, each with the idea of an extending piston built inside to lend them a sense of purpose and get some round shapes in there. I also have housing meshes built alongside them so that they can be closed off when the scene needs it.

    Here are the smaller ones in action:


    And the larger one:

    And opened:

    I'm keeping it closed for now as it reads a bit too noisy, when what I really wanted was to have the pillar recede into the background of the scene. I may do another pass on these pillars to address some material distribution bugbears I have with it.

    In all, I decided I wanted to change the narrative focus of the scene a little, and make it some time after the concept art, when the facility is long abandoned. This will lend itself well to me revisiting and pushing the design and materials in my scene harder, and facilitate well the creature I am planning to make to supplement the scene.

    Comments and feedback well appreciated!

Sign In or Register to comment.