Hello everyone. I'm James, a long time follower, first time poster. I have decided to post the progress of a portfolio project I am working on in an attempt to keep myself motivated and focussed.
I am creating a Street scene in Unreal 4 inspired by some paintings of Italian towns I found online. I like the vibrant colors and the abundance plant life in those paintings, and I want to capture that feel. I would post an image of one of my inspiration images, but I'm not sure what kind of copyright laws it has, I think some of the images are from jigsaw puzzles actually.
So far I have a concept sketch and a block-out completed. The block out is made with BSP's in unreal with some temporary lighting. The two far buildings ended up a lot closer looking with the focal length I chose in unreal, (about 45mm. I know that's not a real world lens option) but I like it better that way.
I am open to critiques, tips and tutorial links. I Part of the goal of this project is to become more comfortable with Unreal and Substance designer, and to learn more about them. I will post an update every week (give or take a day) if anyone wants to follow along.
Replies
So all that said, I think closing in your buildings and perhaps adding some unevenness to the road and perhaps even a bit of windiness would give a little more of an authentic feel.
not in town square, but lots of statues like this exist there. being situated on hills, its possible to find lots of nice panoramic photo opportunities with nice sunsets. Something you consider incorporating
(last image isn't my own, from google search. This shows the typical breadth of many roads. Also, in summer time everybody puts flowers out and it's veyr beautiful)
I like the statue fountain idea, but I already have a lot of work ahead of me for everything I want to do. I may add a centerpiece like that when I get closer to finishing the scene. Maybe just the fountain. The human form is not a strongpoint for me as an artist.
Thank you for the ideas.
Then I started building up brick and cobble stone textures. This is my first pass. Not at a place I like them yet. I am trying to learn how create things fully in substance designer. I will need to look up some tutorials on how to build up organic and realistic shapes.
https://static.wixstatic.com/media/9b71e8_6a7cb5c0a3774880bada4e490cb8c4d2~mv2.jpg/v1/fill/w_600,h_363,al_c,q_80,usm_0.66_1.00_0.01/9b71e8_6a7cb5c0a3774880bada4e490cb8c4d2~mv2.webp
(I am not sure how this URL linked image is going to look. The image upload button and attach file button don't seem to work this week.)
Also, something seems off about the cobble stone. Does any one have any thoughts on how to make make the cobble stone look better? I am open to Critiques and tips.
If anyone sees anything that needs fixing, let me know.
I also modeled and painted high poly plant pieces to bake into foliage cards.
There is still a lot to do, but I am going to put this on the back burner for a while so that I can join the King Arthur Artstation challenge. Wish me luck!
So recently I've been working on the foliage. I took the plant parts I built back in June and arranged them into some 3D Models above a plane and then baked everything down. Including masks, height maps, alternate colors, and thickness maps. Then I loaded all of those bakes into substance designer to essentially composite things into a full material. I left the flowers mostly white so that in unreal, I can make some different instances of the material with different colors multiplied on top of the flowers.
Now that I have the plant materials done I can start building all of the low poly foliage models and get them into Unreal.
I building the plant models got kind of tedious, so I took a break to work on the terracotta pots. Here is a shot from substance designer of the pot trim sheet, and the pot models in a test Unreal level. (I do test out and trouble-shoot new assets in a mostly empty level to because the full level takes sooooooo long to build the lighting)
The plastic hanging flower pot doesn't really have a texture yet. Still working on that one. The two hanging clay pots in metal baskets make use of the all-purpose metal trim I made months ago. The same metal trim that's on the railing. I might decide to make a material instance of the pots to get some color variation later on.
Here is what the scene looks like now. Other than lighting updates, the main thing added is the flowers above the cafe. They are called Bougainvillea. I haven't 100% decided on their color for the pergola section, but magenta is good for now. Also I've been thinking about changing out the sky texture. The one I have been using looks great from every angle, except for the main shot. I've downloaded a few new textures from https://hdri-skies.com/ and hopefully one of them will look perfect.
Well that's all for now. Let me know what you think, and what can be improved.
@teodar23, Hmm, you might be right. Looking at it now, the rosy/pink lighting doesn't match my reference as well as the previous iteration. As far as the shadows, I didn't mess with the diffuse contribution as far as I know, but I have been trying different values for indirect lighting intensity, volumetric scatter intensity, and fog density. For me, lighting in Unreal ends up being an experimental, trial-and-error kind of process. With any luck I'll find all the right values eventually. Ha ha. Thanks for the critique.
I've forgotten to post for a while again, and this time I've also forgotten some of the things I've created updated and learned since last time. But lets see what I can remember.
-I built some new areas of the map loosely basses on a couple of my favorite reference images.
-I learned how to create 'pre-fab' Blueprints and replaced all of my half-finished buildings with pre-assembled blueprints and started making flower balcony blueprints as well.
-I finished making my flower and foliage models based on the foliage materials I made a while back. Then I decided it wasn't enough variety, so I imported the foliage from the Merlin's Cave project I did last year while this project was on hiatus. https://www.artstation.com/artwork/1nyZN8
-I built a chair using my wood trim material.
-I tried stretching the round tablecloth model out into a rectangle just to see if I could, and to my utter surprise it didn't look horrible.
-More vertex painting and more color variation using material instances and the Multiply and Hue nodes.
-Figured out how to re-purpose one of my alternate cobblestone materials as a 'Mesh Decal' to finally get that gutter in the middle of the street to look right. AND the decal meshes actually support vertex blending. Booh-yah!
-Discovered that the 'Parallax Occlusion Mapping' node is way better than the 'Bump Offset' node.
-And last but not least, I worked on the lighting some more.
Next is finish vertex painting, drown the level in potted plants, finals set dressing, and fix and polish a few things. . . and maybe adjust the lighting a couple more times. Let me know if you see anything that needs improvement.
See you next time.
One comment is that I think the textures look a bit too contrasty. If you tone it down, your lighting will do much more of the work and the scene will read a lot better
Great job!!
Also I decided to do different color palettes for the flowers and decor of each building, but looking at it now, the color palette for the scene as a whole has been thrown out of whack. Do you think that is a problem, or does it look fine?
I feel like the purple skylight is casting too much color in the shadows, you might consider warming it up a bit. It's also causing a disconnect with the sky itself because there are no bright purple clouds there to cast that color fill.
A quick recolor idea
@ThisisVictoriaZ, Thanks. I've been thinking of adding signs and other little props, but I also can't wait to finally finish this scene. Ha ha. It will depend on how motivated I feel when I'm done placing all of the foliage.
Luckily, I found a setting in my post process volume to suppress that hue a bit.
Overall composition is nice, and should work out well. Some of your materials are reading really well!
Try to neutralize your pallet a little, then do an ambient blue sky with a very subtle gold direct light. It should help!
I think it's on its' way to being a great piece of work.
Sorry I am almost three months late to this post. I am really new to the world of 3d environment art and enjoy reading this thread so much. I just have a small comment on this image -- the direction of the texture on the small street looks a bit unfit to the segment of the street space (which may already be taken care of by now). Otherwise, I love the nice work!
https://us.v-cdn.net/5021068/uploads/editor/9v/n0pzkpy20vqf.jpg
So. . . since last time, I created signs and sandwich boards to make all of the little shops feel more like shops. I took screenshots of all of the shop-looking buildings and even did a couple of paint overs to help me visualize what kind of shops I wanted them to be. Then I did a bunch of research and spent a lot of time getting to know translate.com to (hopefully) make it authentic.
I have a bookstore, an antique shop, two restaurants, two cafes, two taverns, a barber shop, a hotel, an art gallery, a bakery, a flower store, and an ice cream/crepe/candy shop. Designing the signs was actually a lot of fun. I kind of felt like I was back in my high-school graphic arts class, ha ha. Finding some awesome free fonts helped immensely. The sandwich board texture is just images from google shoved into a texture atlas. I reused the wood trim and metal trims for all of the other pieces.
Oh, also that thing in the bottom right corner of the sign texture that looks like a flag is actually just some material swatches for the Barber Poll.
Aside from the signs, I made a ladder and some small table props as well.
After I finished with the decoration pass, I loaded some one-poly flower petals and leaves into the foliage brush and covered the town in petals.
Then I worked on final camera placement shot selection, and really let my inner armature photographer run wild. Which left me with far to many cameras, so I had to trim the number of cameras down to 21 for the final polish and color correction phase. (Yes I know it's still a lot, but I cant bare to part with any of these.) The final step of hand placing mid-air petals and leaves for each camera is done, so I think this scene is . . . finally. . . done.
Now all that's left is to decide what kind of breakdowns to make. I think I will do some substance designer balls or cylinders. I haven't decided if any of the props I've made during all of this are worth throwing in Marmoset for closeups and wire-frames.