Hi! This is my first time posting here, but I just wanted to see if I could get some feedback for my current environment project.
The concept of this project is entirely original, mainly inspired by some places visited on holiday and environment art in Warhorse's Kingdom Come: Deliverance. The ultimate goal for this project is to learn more about Environment production, specifically, Asset density, composition, textures & lighting and colour.
The environment dioramas created by Anya Elvidge have really motivated me to have a crack at something similar
I'm still warming up to Substance Painter (I'm enjoying it immensely so far!
). For reference, I have around 4 years experience in Autodesk Maya and UE4 and 2 years in Mudbox.
My main inspiration for the design of this environment came from Kingdom Come's Sasau monastery. I really liked the way they portrayed the realism of medieval architecture but i also wanted to apply a slightly fantastical/stylized twist to the overall Silhouette, as can be seen in the Tower diorama reference above.
The photos are some references from my holiday where I got the initial idea to make a medieval monastery environment.
Here is my concept! I am not going for a flat-shading style in the material style, I want more realistic textures (see Kingdom Come: Deliverance) against the simplistic, stylized geometry/silhouette seen in the concept.
So far I've already produced a block out of the building diorama, I wanted to figure out a way to create a 'dynamic' silhouette which can look effective from 360 degrees.
For me, one of the biggest challenges of this project is the addition of an interior to the exterior of the building. At the moment, I have two detached meshes for exterior and interior walls.
I then went into sculpting the large-scale silhouettes of the scene. At the moment I have sculpted the tower and chapel meshes (Mudbox).
When I had high poly sculpts for the tower and chapel models, I went into substance painter to get some materials down. As I said earlier, I want the materials to be more realistic than completely 'stylized' but to maintain the 'medieval' aesthetic, aiding the simple low poly geometry.
For now, this is what I have (in UE4).
Next phase is finishing off the smaller silhouette assets (final geometry, sculpting and materials)
Would really appreciate some feedback, personally I think the overall composition (also outside of the building) is lacking.
Thanks for reading, I will try to post as regularly as I can!
Replies
Also off topic a little, how do you rank mudbox compared to Zbrush personally?
I'm trying to do both interior and exterior. So far I have the interior walls as a separate mesh from the exteriors and i'm hiding the edges with wooden support beams.
Personally, I've only had experience with Mudbox but from what I've seen, Mudbox provides transferable skills that are expanded in Zbrush. I do enjoy Mudbox a lot though
Really nice concept.
I saw you are sculpting the hole building. I would suggest to break the building into tilable textures. those you can sculpt and texture with SP. Then make a low poly model and apply the textures to it rather than sculpting and texturing the whole structure. Woods and other long assets you can make through one way tiling trims. On top of that you can make the variation by splitting the mesh and placing the different textures or by vertex blend which I strongly recommend. It will save you a lot of time. Look at my WIP thread in my profile just to get the understanding.
Let me know if you have any doubt.
Keep going!!
That sounds like a good solution for the interior as well? If I instead made modular walls?
Although I'm not paying too much attention to post-processing, for the purpose of composition elements, I have removed the skybox to adjust the saturation and colour values of the scene (this is something I noticed in Anya Elvidge's dioramas, but I don't intend to leave the skybox blank).
Here are a few screenshots of the fully-lit scene in UE4 (without block out assets).
This is what the scene looks like with block out and detail lighting.
Again, all of the assets are being modeled in Maya, sculpted in Mudbox, then textured in Substance Painter. For the high poly sculpts, I have tried to maintain a fairly high level of detail in terms of surface texture but I want the texture to put the overall aesthetic towards a good mid-ground between stylised and realistic.
I also revisited my original concept design to explore the overall mood a little more and get into ideas for colours and post-processing later on.
That's all that I have for now! There's still quite a bit to do, but right now I want to get everything modeled and at least (possibly temporarily) textured.
For the next phase, I'm will be implementing the interior assets as well as the flag.
Thanks for reading! Any advice or criticism is welcome!
Here are the final screenshots of this project!
In terms of change and development, I decided to look into the overall composition of the scene again as it all seemed very empty. To correct this, I switched the original concept fence models out with a new, taller fence model, filling out more screen-space and directing the attention towards the main focal point a little more. Alongside this, my work in UE4 was mainly centered around post-processing (lots of color correction and Y-channel saturation modifying) and VFX (i.e particles). One thing I did pick up in this stage was particle-based fog. I have played around with world-space fog particles before when it was implemented into UE 4.20 (i think) but never looked into actually applying similar particle effects.
Finally, I changed up some of the textures just to put more weight to the models. Thanks for reading! Critique is very welcome!
I'll also focus on developing my sculpting skills more aswell (the learning resource is actually really helpful, thanks!)