Hey guys, I've been working on this scene for over a month (learning to use UE4, Tiling Materials, shader networks, environment art in general) I'm finally at a stage in the project where i can just implement elements now that i know how everything works. So I just wanted to post this here as a WIP thread to get feedback on the scene, wether its composition, lighting, textures, feel free to comment. Thanks!
I've added more depth to the main stone material and played around with lighting/volumetrics. I've also made a material for the rock wall with vertex blending, still need to break up the big shapes and seams though, so i'll probably sculpt a smaller rock to add some variety.
I finally got around to texturing the pillars, added a bunch of foliage to add some variety, made a material for the roots (still needs work :P). I figured out how to animate the light shafts to give the scene some life and put some rolling clouds in the background to reinforce the mood. Oh yeah i also redid the metal material, its finally taking shape
I've spent some time improving the materials for the rocks and roots, added a top moss shader and a cool GOW inspired energy cracks effect to the roots to spice things up. Still have to work on the foliage, lighting, crystal and then I can move on to small/medium props for storytelling!
--Update-- I've continued relighting the scene. Added in the chains holding up the platform. Textured the ornaments hanging from the platform. Textured the Gate. Added Crystals (need to mask out color). Ramped up the foliage to make it look more like it was partly submerged for a long time. Tested out different shots for composition.
I'm almost ready to move on to Small/Medium props, finally!
MOAR moss! New hanging vines for the cave entrance, now i have a good separation between the kelp, seaweed and the rest of the vegetation. Added some more greybox story props to get an idea of the variety of props i'm gonna need. (a lot) Implemented a light function to simulate clouds blocking light dynamically, this helps add some life to the scene in real time.
I need to find some way of making the scale more apparent, the props help but its still not doing it for me.
For scale, maybe find a free model of Kratos or Atrius and throw them in there, in front of the door? I'm also having trouble reading the material of the crystal behind the door. Keep up the great work!
Replies
Thanks for the feedback man!
I've added more depth to the main stone material and played around with lighting/volumetrics. I've also made a material for the rock wall with vertex blending, still need to break up the big shapes and seams though, so i'll probably sculpt a smaller rock to add some variety.
--Update--
I've continued relighting the scene.
Added in the chains holding up the platform.
Textured the ornaments hanging from the platform.
Textured the Gate.
Added Crystals (need to mask out color).
Ramped up the foliage to make it look more like it was partly submerged for a long time.
Tested out different shots for composition.
I'm almost ready to move on to Small/Medium props, finally!
--Quick update--
changed lighting for sharper shadows and more vibrancy
added foliage mesh to simulate moss
Still have to create more foliage for the cave entrance before doing props
<updates>
MOAR moss!
New hanging vines for the cave entrance, now i have a good separation between the kelp, seaweed and the rest of the vegetation.
Added some more greybox story props to get an idea of the variety of props i'm gonna need. (a lot)
Implemented a light function to simulate clouds blocking light dynamically, this helps add some life to the scene in real time.
I need to find some way of making the scale more apparent, the props help but its still not doing it for me.