Hey guys!
I'm a university student and currently onto the second week of development for my final major project, I'm hoping to use this thread to gather feedback and improve my art and create a successful portfolio piece. All critque is welcome! No matter how harsh
So I'd like to start with the general idea of the project. By combining two concept arts that I think are fantastic, I can visualise an epic exterior environment that is within the walls of a huge castle, with a looming and gracious keep in the background towering over everything. Giving that fantasy esence. References: (
https://www.artstation.com/artwork/rRGkG5) and (
https://www.artstation.com/artwork/Pk5o4).
Again i'd like to state that this concept was the combination of two pieces of art that was already created. This is just to provide me with a visual aid.
This then led to the blockout of the castle.
The various modular components that I will need.
Feedback from my tutors have told me to try and make it look less modern, removing the fencing and modernised fantasy buildings and focus on creating something more medieval and used. This is something that I will address once I've finished the modular components to the buildings.
Below shows my progress with the modular houses, something I hadn't done before and I'm still getting my heads around how to create it truely modular.
There's a lot of problems with the modularity, I got carried away trying to match the high poly, that i completely overlooked how each piece should be merging together. I don't like how it looks like small pieces of logs thrown together, ignoring physics. I think I might have to re-do the walls which messes up my schedule, what do you think? restart certain areas or move on and edit later?
Thanks in advance!
Replies
Little update, completed a door asset with the wall to go along with it, made some changes to the sizes of things. Still not happy with how the pieces are fitting together, I'm thinking perhaps 2 tileable textures and very simple geometry wouldve been better than unique assets/materials that have baked down information
Here's pics
As well as some floor boards for any overhanging sections:
And I've finally began working on the rooftop elements! By learning from my mistakes, I've created an two assets that piece together perfectly whilst also keeping the historic value of how these buildings were constructed.
Next step is to sort out the roofing tiles! Update should be within the next couple days Any feedback is welcome!
some feedback from me on modular elements:
- I don't know if i understand correctly but are you using one unique material for each modular piece? better approach would be to make one tilable material for white plaster and one trim sheet for all wooden elements, it would seva on performance of the scene and you can make the horizontal elements to join nicely and get rid of these seams.
- windows look a bit too small for me, escpecially on height, also usually in this type of architecture widnows (and doors) are pasted between two columns not cutting one column in half
- materials, I don't like the green moss on wooden elements, usually these elements were painted with dark paint(with tar in medival times https://en.wikipedia.org/wiki/Tar ), with moss on it the whole building should be in rather bad condition, also plaster could be more rough
- overall concept look good, but for environment creation I would stick with one architecture style for houses, and change only colors slightly from buidling to building, right now the scope of whole scene is pretty big so I would focus on reducing amount of work on each independant house.
Keep it coming!
Thanks!
Here's some closer shots of the buildings, I still need to create a master material for the walls and I am going to add more damage and grime to the surfaces of the wattle and daub to enhance the medieval aesthetic! Also I need to create more buildings to add variety to the scenes.
Next up is the castle walls! I've implemented them into a spline so I can create the outer walls properly. There's three types, two are basically the same but different sizes which will create the middle and outer wall sections, whilst the smaller wall is for the interior districts.
And finally I've been playing around with lighting! By using a skybox called "Goodsky" on the marketplace, I've tried to create two different scenes - morning and day time, the day time scene is quite underlit so I need to correct that
Please feel free to leave any constructive feedback!
But i would try to remove some of that repetition especially texture tiling.
The lighting is quite dark, i think you should increase both the skylight and the sun contribution.
Next up, Ive decided I wanted to try and change the landscape to make the composition better, so here's a before and after of the landscape
Before:
After:
Something went wrong with the lighting in the newer landscape, so I'll be fixing that to match the previous lighting.
Also I wanted to recreate this sort of medieval roadway
But i'm not sure how to go about it? You can see in the picture above that I've tried to do a landscape spline but it hasn't worked exactly. I used the landscape master material for the texture, should I create a seperate material for the spline? As I can't actually paint onto it with either mesh paint or landscape painter.
All feedback is welcome!
Starting to blend in the roadway
More often when I look at medieval in-town type streets, they are actually concave with gutter in the center leading. . . somewhere. There are storm drains in the photos, but I feel like that might be a more recent add-on. I don't know how modern the stonework and civil engineering is in the following images, but to me they look pretty authentic. Some research would probably be a good idea if you are going for historical accuracy. But if you are going for a more fantasy vibe for your scene, go with whatever you think looks cool.
Looking forward to seeing how this turns out.
But you need to increase the contrast in that brick-to-plaster instance.
About the lighting, im not a fan of the green tint, looks like something made by the Wachowski brothers.
Based on feedback on the textures i further pushed the contrast in the masks, and added a green tone based on the ambient occlusion:
Think it makes a huge difference!
Further environment development...Ive built more individual buildings that are unique and I heavily based them on source imagery of germanic structures
Heres one of the generic towers from the background that I've started to re-develop into a unique tower, I plan to add wood trims along the side of it, a unique brick texture with weathering decals and stone bricks around the edge.
Atleast that's one side of the road done to an extent, next up is pushing individual asset development further and creating another cart model
Slowly getting through the UVs before I create the high poly, updates will follow next week!...I need to catch up on my essay writing first
With a month left I'm slowly feeling the stress, any advice is welcome, especially about what I should really be focusing on now
Thanks in advance!
One of the most important things will be lighting, so put enough resources there.
If the look is going towards realistic, I would consider to source some scanned materials. When using UE4, you are free to use Megascans assets with it (sign in with Epic account). Introducing scanned attributes into your materials could save you time and add fidelity. They also have foliage atlases.
Using trim sheets and tiling textures for environment modules and even props (carts) can save you lots of time, which you can then spend to make the overall scene more nice.
Also it's not super clear to me what your final goal is. Should this be a scene one can explore? Or fixed camera?
If exploration, maybe do some floor plan so you know what goes where (points of interest) and it doesn't feel empty in the end.
Make time calculations, that you can scale down/ adjust when it get's tight!
Play/examine games with similar settings/environments (maybe "A Plague Tale").
Much success!
I might do a few different experimentations with lighting and post them on here to see what you guys think
The environement will be used for some portfolio shots and a short 2 minute cinematic going through the environment. It wont be a playable environment
This was without my lighting bake, just wanted to post this up quickly to see what people think
For whatever reason I cant get the atmospheric and height fog to work in "game view", any ideas?
Gonna be tweaking some more so hopefully will have an update by tomorrow after rendering
That city in the Witcher seems to be lit primarily by the sky light, and the directional light torches/lanterns are just used to accent and highlight. One thing I've done in the past when trying to find the right intensity for a sky light is to turn off all of the other lights and do some test bakes with just the sky.
Not sure if polycount embeds youtube links but here's a test cinematic, any feedback regarding what you think I should cut down or add more of would be great!
https://www.youtube.com/watch?v=GEXy-_BpgGI&list=PLdUfLt-yOOK-LpmIsNv5JhaRpG56NaAnT&index=4&t=0s
And here's some of the shots within the cinematic:
Hopefully after the deadline I can improve on these areas
Artstation link: https://www.artstation.com/artwork/q90bOP
Cinematic: https://vimeo.com/446958734
Promotional Video with some breakdowns: https://vimeo.com/446959539