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[UE4] Gears of War Inspired Environment Diorama ( 95% Finished )

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tythomas063 greentooth
Hello everyone,

Being a big fan of the Gears of War, I decided to make a Diorama of a Stranded's Shelter that took a place in the Gears of Wars universe. I picked Paulina Sajniak's concept art because it looks very similar to the gears of war's style plus it reminded me of some maps in GOW 1-4 including Drydock map. The little thing that looks odd to me is the half of the car on the top of the container because it seems sorta impossible for stranded people to lift the car onto the top of it while staying quiet to stay safe from Locust. Unless all of you think I should make a half car to put it on the top of it? 

I also want to make the diorama that has a similar style of Scott Homer's Stately Home Diorama because I absolutely love the way he creates the lighting around his diorama environment. 

Right now, I completed the block-out scene in UE4. Most of the props will be made with face weighted normal except few props with high poly to low poly workflows. Next step I will be doing is to make textures for shipping containers. 

Any critiques would be very appreciated!  



Concept Art by Paulina Sajniak (bottom right): 




My block-out scene: 






The texture of Shipping Container( work in progress) : 




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  • Ashervisalis
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    Ashervisalis grand marshal polycounter
    Looking good so far. Look forward to the end product!
  • tythomas063
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    tythomas063 greentooth
    @Ashervisalis Thanks, man! 



    Update: I created the texture of the shipping container in substance painter and set it up in UE4. I most likely will come back to make some little change or add details with a decal on the shipping container. 


    Any feedback would be much appreciated :) 







  • tythomas063
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    tythomas063 greentooth
    Update: I sculpted the wood boards in Zbrush and textured it in the substance painter. After setting it up, I decided to sharpen the scene with post process and material from Ervin Jesse' tutorial video( https://www.youtube.com/watch?time_continue=84&v=9EDVPcQsyzs

    Next thing I will be doing is to make the texture of the ground with some broken pieces shattering around the diorama. 



    Any C&C or feedback would be much appreciated :) 








  • tythomas063
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    tythomas063 greentooth
    Hey everyone!

    Here are some changes I made:

     I changed the color of the wood boards by decreasing the saturation to make the wood boards appear old and worn out. 

    I used Zbrush to sculpt the ground then textured it in substance painter.  I'm planning to add the dirt below the shipping container by placing the decal on the ground.

    Next thing I will be doing is to make several broken concrete bricks to place those around the diorama. And I will be texturing the lanterns. 


    Cheers, everyone! 





  • tythomas063
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    tythomas063 greentooth
    Happy 4th of July, everyone! Hope all of you have a great day. 


    Here is the update on my project: 

    I created several rocks in Zbrush and textured it in the substance painter. I placed the rocks around the diorama to make it looks like the land was broken into pieces. 

    I added the decal of dirt on the ground around the shipping container. 

    Any critiques will be great. I want to make sure if I'm going in right way. Do you think I should remove the rocks that surround the land?


    Cheers, everyone





  • tythomas063
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    tythomas063 greentooth
    I made some changes to the ground's texture and scaled it down. I also added some rocks under the ground to improve the composition. 

    I created the daylight and I'm deciding which one I should use. Which lighting of the environment do you like the best?


    Cheers, 

    Tyler





  • tythomas063
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    tythomas063 greentooth
    Hello, everyone

    The woods' textures were changed because I didn't really like the way it looks before. I want the wood boards to be rough and less saturated due to the outcome of the Gears of War battles. 

    I created the sandbags', barrel's, and chair's textures in the substance painter. Things were moved differently in this section of the diorama to improve the composition, I hope. 

    I'm thinking about making some weapons like Snub or boltok pistol to place it on the chair. Next thing for me to do is to make the texture for the ammo crate. 

    Cheers!




  • polygons
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    polygons polycounter lvl 4
    Its looking great. That chair looks especially good. I think the blue barrel feels a bit too clean even though its not "clean" . i would maybe do some small dents and maybe a bit more color variation.  get some of the dirt color on the bottom. little stuff like that.  Anyway I look forward to seeing more its coming along great!
  • tythomas063
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    tythomas063 greentooth
    @polygons Thanks, man! I'm very glad to hear that! I can see what you're talking about and I totally agree with you.  I made the changes to the barrel with your suggestion and I like it a lot better. 

    I also made the ammo crate's texture which was a lot of fun to make! I used Andrew Porter's concept art for reference( https://www.artstation.com/artwork/4NYAl

    I will be adding a lot more small props to fill the space around the chairs. Snub pistol is most likely I will be making next which will be very challenging since I never made a weapon before. 


    Cheers! 






  • tythomas063
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    tythomas063 greentooth
    Does anyone want the Kryll for the dinner?   :P 

    The idea of adding the Kryll Grill sign is inspired by Adam Baines' concept art for Gears of War Ulitmate Edition Act Two. 

    I created then added the bunch of the small props(cans, leaves, etc) to the scene. 

    Next thing I will be doing is to create the solar panel, and images of letters and people(Decals). 


    Cheers!






  • tythomas063
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    tythomas063 greentooth
    Hello, everyone! 


    I made several changes to my diorama with some set dressing props. I also created the solar panel, cog tag, grass, posters, GOW logo on the wall, and etc.  The diorama is pretty much almost done. I'm planning to make a few more props including the fuse box on the pole. 

    The video was added below that showed how the environment looks like with 3rd person player which I hope I make it feel similar to the Gears of War style. 


    Feel free if you have any idea of what I should add to my diorama.  


    Cheers! 


    Edit: I gotta figure it out how to fix the video quality in OBS studio since it was pretty low. Sorry for the little blurry video quality.













    <iframe src="https://player.vimeo.com/video/282153085" width="640" height="360" frameborder="0" webkitallowfullscreen mozallowfullscreen allowfullscreen></iframe>
    <p><a href="">Test</a> from <a href="https://vimeo.com/user56604512">Tyler Thomas</a> on <a href="https://vimeo.com">Vimeo</a>.</p>
  • tythomas063
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    tythomas063 greentooth
    Hello, everyone 


    Right now, the project is pretty much 95% finished and I'm pretty happy how it turned out so far.  

    I added a few things especially the fuse box and torn fabric on the top. I decided to have two different lighting scene while one is at nighttime and the other is in the daytime. 



    Before I call it done, is there any C&C on anything that I should fix or something?  

    Thank you all of you who commented and upvote throughout the progress! 


    Cheers! 
























    <iframe src="https://player.vimeo.com/video/282411609" width="640" height="360" frameborder="0" webkitallowfullscreen mozallowfullscreen allowfullscreen></iframe>
    <p><a href="">GOWDioramaDAY</a> from <a href="https://vimeo.com/user56604512">Tyler Thomas</a> on <a href="https://vimeo.com">Vimeo</a>.</p>





    <iframe src="https://player.vimeo.com/video/282411935" width="640" height="360" frameborder="0" webkitallowfullscreen mozallowfullscreen allowfullscreen></iframe>
    <p><a href="">GOWDioramaNIGHT</a> from <a href="https://vimeo.com/user56604512">Tyler Thomas</a> on <a href="https://vimeo.com">Vimeo</a>.</p>
  • PeterK
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    PeterK greentooth
    I think it's decent work. The materials, particularly the wood, could use a revamp. The wood sticks out because it doesn't seem to have any individual character to it; seemed almost tiled. Wood, under these environmental conditions, would almost certainly be stained in an interesting way, even if caused by water rot and similar elemental fatigue.

    Fun work overall, Thank you for sharing and I'm excited to see more from you.
  • tythomas063
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    tythomas063 greentooth
    @PeterK

    Thank you! I see what you're talking about and I now noticed how it does seem too clean and tiled.  So I made the changes to the woods' and doors' textures by adding more dirt and stains to it that fit the condition of the environment. I'm not sure how to push it further but I'm liking how it looks much better.  

    Hope this is the improvement that you want to see. 
























  • PeterK
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    PeterK greentooth
    It does look more grounded, nice work. The reason you're getting the look you are is because the wood's detail frequency is too high. If you want to push it a bit further and get further from the tiled look, I'd say just reduce the detail frequency from "high" to "medium",  Keep in mind that the edges should be "medium++" in terms of detail, because they are generally more exposed functionally; but really only SLIGHTLY.

    Also keep in mind my feedback is getting "into the weeds"; meaning I'm really just nitpicking at this point. Nice work , thanks for sharing the updates.

  • tythomas063
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    tythomas063 greentooth
    @PeterK Thank you!  I think I understand what you mean by the detailed frequency. Basically, I need to reduce the amount of the wood fiber and lines work, slightly? I will keep that in my mind and research more on that topic. I'm still pretty new at texturing the environment assets. 

    Thank you so much for your feedback which I appreciated it a lot. I just learned something new and I definitely need to learn more about it in order to improve my skills in texturing.

    Cheers! 

    -Tyler
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