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[WIP] [UE4] Victorian Alleyway

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AndrewMKelley polycounter lvl 7
Hey all! Time for my next scene, and this time I'm doing one of my favorite settings, Victorian!
I got inspired after I played the Order : 1886 again, and the Whitechapel area really got me with how atmospheric it was. Plus, it's been years since I've done a Victorian style scene, so I'm really excited to start on it!

CURRENT PROGRESS


Anyway, here's a refboard that I put together.


I'm not going off of a single concept, rather I'm going for the mood that the Whitechapel area had (with some small artistic liberties taken). 

Here's the blockout of the scene so far. Everything is on a 4x4 meter grid, as I'm really trying to push my modular skills with this one and treating it like a kit that would be used in other places.






Lastly, I started on some materials in the scene. Nothing fantastic, just a start.

Updates may be a tad infrequent for this, as I'm moving at the moment.  I will try to keep this updated at least once a week though :smile:
Thanks all for looking, and any C&C is always appreciated!

Replies

  • icegodofhungary
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    icegodofhungary interpolator
    I don't see much to crit just yet. If anything, Victorian England was very dirty and sooty. Maybe ramp up the grunge in some of your exterior textures.
  • AndrewMKelley
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    AndrewMKelley polycounter lvl 7
    Definitely! I think I'll tackle the dirtiness with vertex painting/decals, that way my modular stuff can be varied up a bit.
    Had a day and a half off from moving, so I was able to get the main trim texture for the scene through a first pass!

    I tried to get as much variety in there as I could, so it can be used almost everywhere. I might make a variation of this with different materials/the materials are super grimy and dirty, but I'm not quite sure yet. Also, the stone is waaaaay too light, it needs darkened up a bit. Next up is mapping a couple of modules to trim and getting my master material set up in Unreal.
  • AndrewMKelley
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    AndrewMKelley polycounter lvl 7
    Hey all, still noodling a bit with this scene as I haven't really had time to dig into it a lot yet, and feeling out how I should go about certain things like modularity and how much I can lean on my trim sheet (I broke it into an architectural one and a metal one). Here's some shots as of right now. Temp lighting at the moment, I'm going to be trying out raytracing so lighting will be approximate for a while. Next up on the list is making sure I have my modular workflow nailed down, and getting the buildings closest to the camera through a first pass.

  • AndrewMKelley
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    AndrewMKelley polycounter lvl 7
    Update time! I've gotten a lot of major things through a rough first pass, so now it's time to start adding some character to the scene! Here's the main shot and a second shot as of now.

    And here's a quick and dirty paintover

    Getting all of my blockout meshes out of there with first pass meshes is the goal at the moment. After that, I'll be planning out how to dirty this up, I think I'm going to try the ao mask Unreal let's you use in your shaders, and see how that performs. Combining that with vert painting and decals should produce a nice look. This little alley also really needs ground breakup, since it's a slum I'm imagining quite a bit of mud and some really rough and damp looking pavement. Also, just a quick note, I'm pretty sure I'm going to remove the shadow casting from those fire cages, it's incredibly distracting at the moment.
  • M.Petersen
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    M.Petersen polycounter lvl 6
    Looks promising! I like the mood! also materials are already looking nice. 
    Lots of decals and props would make this scene come alive for sure!, maybe the second building on the left could have something like a big tavern/inn sign hanging out?

    good job! would love to see where this is going!
  • AndrewMKelley
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    AndrewMKelley polycounter lvl 7
    Thank you! I was thinking the same thing for the building on the left, having it be a tavern/inn would open up a lot more story telling for sure.
  • AndrewMKelley
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    AndrewMKelley polycounter lvl 7
    Been a hot second, but life calmed down over the last couple days so I was able to start dressing this scene up. The next Artstation challenge is coming up, so this scene will be put on hold until that's done with. 
    Anywho, here's some progress shots. 

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