Hey guys, working on another environment based off of Simon Stalenhags artwork. I'd love to get any general critique on what you think is missing or should be added. Specifically did some different dynamic light angles, and I was wondering which one you think is best.
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I'll be posting updates pretty regularly, now that I have some more free-time this week.
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Wooden Pallet
Hand Lamp
Updated Scene. No post process.
Here's the concept from Simon Stalenhag
Some adjustments have been made to the original concept, as I am working off just one image.
It's about 100k tris. Four 2k maps.
Also, the "legs" of your machine feel a bit less sturdy than the ref. I think yours have fewer black mechanical parts behind the yellow shield, which makes them feel a bit flimsy. Maybe dupe/add some mass there?
I also checked out your progress on your blog (https://www.lukeneubaum.com/blog/B99m/modeling-and-uv-decisions for the curious) and would like to chime in about your poly count question. I'd say that it's not necessary to model in the tiny cables wrapped around the large central part - those are suuuuper expensive since they're cylindrical and they don't add much to the silhouette.
Overall really nice quality of work, also.
Thing left to do:
Here are the Substance shaders with tesselation.
Soft Snow
Gravel
Disturbed Icy Snow
Here are the conical trees. Temporal AA is doing me dirty and clumping those needles to much, I might look into TFXAA fix in Ue4, that might help offset the blurring whenever I use world position offset.
Critiques are always welcome!
Nice scene overall. Keep it up.
Originally I did, but snow tesselation with large landscapes can be a real big pain to optimize, even with decent LOD's. So I made some World Machine peaks and exported them as meshes, then decimated in zbrush. As far as texturing goes, I brought it into substance painter and used the heightmaps as fill masks. You can do all sorts of cool things with those heightmaps. Let me know if you would like some photos of the process!
you can brighten up the dark areas. Especially the trees. It's an overcast but bright one.
Keep it up!!
Could you try to breakdown of what you did on the rocks? How did you do it? I've recently had a job to sculpt rocks and I wasn't totally satisfied, but your rocks are rocking !!!