Hi everyone! I'm new here, this is my first post, and I want to share with you the last project i'v made for a school project in collaboration with a mate of class (jin_h.artstation.com). We tried to nail the Sanctuary Bridge level of For Honor, adding a small corridor before the entrance of the level. It's rendered in Unreal Engine and all the props and textures/shaders are made and set up by us (except the rocks of the background: we used a pack of 3-4 cliffs), using different softwares, like Quixel, Substance, 3D Max, Zbrush, Marvelous and photogrammetry. We took around 3 months and a lot of effort but it worth. I add some images but you can check the post here: https://www.artstation.com/artwork/w8NZ29 (Reel:https://vimeo.com/328383606) I hope you like it! It's a pleasure for me to enter into the polycount community! Thanks in advance!
saw it on Artstation, loved it. You got the for honor feel almost perfect. For honor uses a little bit more of fog and smoek everywhere. That would add to your scene. and also particles from fire, Debris. Great scene however!
It might just be me, but the rocks feel really giant? The city almost looks like a miniature in images with alot of the rocks. Maybe its just the lack of noisy details on the rocks, or some smaller element on them to hint at the scale. Also, could tweak the lighting a bit more to draw out the lanterns a bit more, add a bit more detail into their emissives. Otherwise, scene looks fantastic, great job!
It might just be me, but the rocks feel really giant? The city almost looks like a miniature in images with alot of the rocks. Maybe its just the lack of noisy details on the rocks, or some smaller element on them to hint at the scale. Also, could tweak the lighting a bit more to draw out the lanterns a bit more, add a bit more detail into their emissives. Otherwise, scene looks fantastic, great job!
Yep you'r right, the idea was to place the bridge in the middle of a valley. The fact we had no time to make the cliffs ourselves took us to use different sizes of the same meshes...it makes the background a bit flat and produces a lack of variety. In addition, lighting was a bit struggle because of the time (it took around 18 hours to produce it in the highest quality). We were close to the deadline and needed to present like it is. I'd like to fix all these mistakes and take all pro tips and considerations to improve it, but we are actually dealing with the next project and the school does not give us much time to focus on this. By the way I appreciate all your comments (I saw your portfolio, and receiving feedback from one of the artists of Hunt it's an honor; that game looks really nice). Thank you very much!!
saw it on Artstation, loved it. You got the for honor feel almost perfect. For honor uses a little bit more of fog and smoek everywhere. That would add to your scene. and also particles from fire, Debris. Great scene however!
I'd like to use more stuff to improve the quality of particles and "animated" background things....but we were running out of time...Also optimization was a problem to add all we wanted to. The anatomy of the level is a difficult for us (we are not programmers, neither technical artists), we tried to design some things to profit occlusion batching, but we didn't have time to improve LODs or a programmer working just for us (it would be great ). We are rookies and 3 months passed away so fast. Actually, I feel it's not enough to obtain the highest quality that we wanted to....but the deadline is a deadline.
This looks amazing, my only criticism is the lighting, everything seems to be well lit.
Believe me when I say to you I love lighting. If I could I use 50% of the time trying to improve it. But our teacher didn't let us to start lightning until 2 weeks before deadline. That, and the high time we needed to make the lightmaps, forced me to find a way to finish it on time. I'd like to make more precisions on bright/darkness spots, and the effect of bloom on the spotlights. But at this point, even a preview on lightmaps takes like 2 hours....Thanks for the comment by the way!
Thanks for the advice! I'll check it out! By the way, AO generated mask is used in the project to produce some effects of tear and wear. Maybe I can try to change it for another technique and then try this GPU way.
Replies
We are rookies and 3 months passed away so fast. Actually, I feel it's not enough to obtain the highest quality that we wanted to....but the deadline is a deadline.
I'd like to make more precisions on bright/darkness spots, and the effect of bloom on the spotlights. But at this point, even a preview on lightmaps takes like 2 hours....Thanks for the comment by the way!