The scene was created in Unreal Engine 4 and performance is quite good
I'd like to thank Nikolai for the inspiration! Please go check out the rest of his amazing work if you haven't already done so
* I'd like to point out that I grabbed a couple of assets from the Soul City map to save time which was very limited for me recently. They only make up a tiny fraction of the scene though
TheGabmeister The lighting is a variation of the 3rd person template setup but the influence of the directional light is reduced to a minimum as I wanted to use a lot of local bake lights in order to match the concept better. I'd say that 70% of the lighting is baked into lightmass. For the tiling textures I used Mixer and Designer. The unique props were textured in Painter.
Carabiner The drops are just planes with a translucent material with refraction and reflection vector plugged into the emissive for extra control.
Very nice work doesn't look like UE4 at all. I have asked you on youtube about how the fog was made for this scene, i would really like to emulate it, if you could be so kind as you explain how it was done?
Thanks! I replied to your comment on youtube about the particles in the center if that is what you were referring to. The rest of the fog is just regular volumetric fog. In a couple of places I added some volumetric particles with a flipbook texture to add some extra motion and variety in the fog.
There goes my no fap challenge.... Do you plan on making a breakdown of this scene? Damn this looks so realistic yet feels like a painting. Did you model the building interiors? or are they just planes? The lighting in the interior looks so warm and inviting, amazing.
Thanks! I will make a breakdown but I will move away from this project for a couple of days first The upper interiors are modeled and the little window on the door of the right building is parallax.
Replies
TheGabmeister The lighting is a variation of the 3rd person template setup but the influence of the directional light is reduced to a minimum as I wanted to use a lot of local bake lights in order to match the concept better. I'd say that 70% of the lighting is baked into lightmass. For the tiling textures I used Mixer and Designer. The unique props were textured in Painter.
Carabiner The drops are just planes with a translucent material with refraction and reflection vector plugged into the emissive for extra control.
Do you plan on making a breakdown of this scene?
Damn this looks so realistic yet feels like a painting. Did you model the building interiors? or are they just planes? The lighting in the interior looks so warm and inviting, amazing.
The upper interiors are modeled and the little window on the door of the right building is parallax.