Cemetery environment wip - UE4

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scnd22 polycounter lvl 2
Hi everyone!

So I am a little disappointed with all of the environments in my portfolio so far. Not that they are terrible but they also could be better. This time I decided to post my environment earlier in the process to get more feedback. I am working on this environment for almost a week now and here's what I got so far, feedback very much appreciated <3!

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  • scnd22
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    scnd22 polycounter lvl 2
    Update: 
    I adjusted the lighting, added a path and worked on more tombstones variations, here's my progress
  • conflig
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    conflig triangle
    Hi. The lighting on the second picture is definitely better.

    But my problem is that I am not sure what is the focal point in the picture. Is it the building? or the objects in the middle are supposed to be characters?

    Perhaps try to move those "characters" closer to the building use some fog sheets to help with focus and maybe try to incorporate some negative space to the left side? 

    Just an idea :)


    But maybe just use of some fog sheets and by moving the characters closer you would have nice lighting on the building by the lanterns 

  • scnd22
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    scnd22 polycounter lvl 2
    Hey conflig, thank you very much for taking the time to do this. I'll try moving the characters closer to see if the composition looks better, I was also thinking about continuing the path to the gate of the building and adding some candles there, but then maybe it would be too busy? Thanks again for your time!
  • corviera
    Hi, it's looking very good so far. I just feel like the stones on the path might be too big, for me it kinda breaks the sense of scale on the scene.
  • scnd22
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    scnd22 polycounter lvl 2
    corviera said:
    Hi, it's looking very good so far. I just feel like the stones on the path might be too big, for me it kinda breaks the sense of scale on the scene.
    Hey, thanks for the feedback and sorry for the late response. Last week I did my first art test, and now I better get back to work cause waiting for a response is driving me crazy :) .  Here is a small update:
  • AdrianZaplata
    It looks better and better, nice progress. I'd try to camera focus on the people there/building and blur the area little bit, because I'm still little bit confused on what to look.
  • scnd22
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    scnd22 polycounter lvl 2
    It looks better and better, nice progress. I'd try to camera focus on the people there/building and blur the area little bit, because I'm still little bit confused on what to look.
    Thank you very much for the advice. I prefer to not use post process (a lot) early in my work, but I agree that some depth of field would help the image, I'll add it closer to the end together with other post processing features thanks.
  • scnd22
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    scnd22 polycounter lvl 2
    Hi! 
    I made this gate and also added some ivy on the fence
  • JesseL
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    JesseL triangle
    Looks good, the green weed is a little too large in scale, I would also add more dirt partches in the ground while your at it. Less grass on the paths, more grass near corners of objects. Also drastically less white weed dandelions

    The composition in the main pic could use a bit more work, heres a mockup of how it could look. Basically everything much more dense and closer to the camera. You should also try making the path go directly to the door of the mosaleum. You could also try adding a large dirt patch or paved patch directly in front of the people/door to highlight that area a little more


  • scnd22
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    scnd22 polycounter lvl 2
    Hey JesseL, thank you very much for the feedback. I agree with most of what you are saying but I have a question. Why do you think I should have less grass? I understand that it tends to grow more in corners of objects, but my intentions with this were to give the impression that "humans" haven't visited this place in a long time, so after a very long time, wouldn't grass flood the whole area?

    Also, I am planning to add more props, like a statue, a shovel possibly some crows if I can get them looking good  :)
  • JesseL
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    JesseL triangle
    The reason for less grass is just to break it up, its extremely dense right now and there is little variation

    You could add higher grass in some of the parts where it builds up to show the overgrown nature of things, branches will also work well. Try to add some randomness with the grass scale as well if you can

    Vines on the moseleum would work, statues are good but you would only need a few hero props/custom props. Other than those things I cant think of anything else really to add its a good piece just as it is
  • scnd22
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    scnd22 polycounter lvl 2
    JesseL said:
    The reason for less grass is just to break it up, its extremely dense right now and there is little variation

    You could add higher grass in some of the parts where it builds up to show the overgrown nature of things, branches will also work well. Try to add some randomness with the grass scale as well if you can

    Vines on the moseleum would work, statues are good but you would only need a few hero props/custom props. Other than those things I cant think of anything else really to add its a good piece just as it is
     Ok, thank you very much. I'll experiment more with grass and probably add more types of wild plants, I'm also thinking about making the flowers some kind of yellow to give a little bit of color maybe. 

    I already worked on the statue, I don't think I have any hero props at the moment really  :), besides the building and characters.

    So here is an image of the statue together with another angle of the scene to give you guys a more complete look of the environment so far.



  • scnd22
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    scnd22 polycounter lvl 2
    Worked on the grass, I believe it looks more natural due to the variation but let me guys know what you think.
  • Nosslak
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    Nosslak polycounter lvl 12
    I think the close up shot with the angel and mausoleum looks nice, but your other more zoomed out shots look very noisy and unfocused.

    I would maybe dim the skylight so it's much darker (looks like it's supposed to be night) and then have most of the light emit from where the characters are and what they're doing. Maybe the characters are expecting more people to join them so it could make sense to place some torches along the path as well.

    It feels like the grass is too dark and there's too much variation in it, which just makes it look very noisy. I'd expect something more like this:

    You might also want to have some sand/gravel underneath the rocks in the path which would allow you to reduce the amount of grass a bit and alleviate the problem slightly while reinforcing the path further (might be too overgrown for that though).

    Could be cool to have some gravestone that's leaning over at an angle because of how old it is.

    Lastly it looks like there's something going on with the normals on your trees.
  • scnd22
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    scnd22 polycounter lvl 2
    Nosslak thank you for the detailed reply. My skylight was already pretty low so I slightly changed the exposure. 

    The grass was certainly very noisy =), so, I completely removed the white flowers and added some red ones only near the building, the taller weeds only added near edges and the smaller ones I mostly placed along the path.

    You were also right about the trees, I was wondering why they didn't receive proper directional light, recalculating the normals fixed it. I still don't understand why it happened in the first place since I exported them directly from SpeedTree. It does make a huge difference so thanks for pointing it out. 

    I also worked on the characters, added candles, and a temporary material for the building.

  • scnd22
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    scnd22 polycounter lvl 2
    Hi everyone, I've been slowly working on the mausoleum , here is where I am at the moment


  • aclund3
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    aclund3 polycounter lvl 4
    On the mausoleum, I'm not sure what you've got for reference, but columns don't typically go all the way to the roof in this style of ancient Greek architecture.  The roof sits on the beams which sit on the columns which sit on a plinth which sit on a platform (its much more complicated than this, but only architecture nerds like me are gonna care to go deeper).  The lack of a platform seems to work OK for you, but that column directly to roof is problematic.  This is a decent reference point:



    Also, that mockup by @JesseL is super where you want to go composition-wise.  The far away shots are too busy and all the excess elements are overpowering the focal point of the image.

    Your concept is really cool, keep at it :)
  • scnd22
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    scnd22 polycounter lvl 2
    aclund3 said:
    On the mausoleum, I'm not sure what you've got for reference, but columns don't typically go all the way to the roof in this style of ancient Greek architecture.  The roof sits on the beams which sit on the columns which sit on a plinth which sit on a platform (its much more complicated than this, but only architecture nerds like me are gonna care to go deeper).  The lack of a platform seems to work OK for you, but that column directly to roof is problematic.  This is a decent reference point:

    Also, that mockup by @JesseL is super where you want to go composition-wise.  The far away shots are too busy and all the excess elements are overpowering the focal point of the image.

    Your concept is really cool, keep at it :)
    Hi aclund3, thanks for the feedback. You are right about the columns, this was also in my reference, not sure why I skiped it   :) , fortunately it's an easy fix.

     So for the composition, maybe a closer shot like this would work better?

    Now using a closer shot like the above, I'll also have to rework the layout, cutting a lot of space on the right and changing the path to only going in one direction like JesseL's example.
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