Home 3D Art Showcase & Critiques

(WIP) (UE4) Silent hill street

Anthonr4g
polycounter lvl 4
Offline / Send Message
Anthonr4g polycounter lvl 4
Hello ! A while ago I started playing silent hill again. I decided to try to recreate part of the town on unreal engine 4.

The idea is not very original as some people have already done it with brilliance! but I absolutely had to do it, especially to learn certain lighting techniques, with a lot of fog.

there are still elements to finish and the rendering is still "work in progress" but do not hesitate to give me your opinions! :)












Replies

  • Anthonr4g
    Offline / Send Message
    Anthonr4g polycounter lvl 4
    Update, small video to illustrate my scene 

    https://www.youtube.com/watch?v=rIPM9ppIv_c
  • Anthonr4g
    Offline / Send Message
    Anthonr4g polycounter lvl 4
    New location ! 


  • Lewis_kennedy
    Offline / Send Message
    Lewis_kennedy polygon
    may wanna have the lights work and give off a slight dim light to play with the fog, would probably help the scene a bit, also have the fog in the background a bit heavier while lessening the fog in the foreground maybe.

    consider a bit of visual story telling as well to make the shots look better, either bring in some character model (even the base ue4 robot one) or change the shots up a bit too give the impression someones watching to add to the horror/suspense feel, contextualization is important to interest a viewer, the scenes coming along well, it just needs a bit more in areas to make it stand out
  • Anthonr4g
    Offline / Send Message
    Anthonr4g polycounter lvl 4
    Thanks for your feedback. I took note of it for this little update, so I decided to model and animate the lying figure creature from silent hill 2. This one will be useful for some shots in my final project. regarding the fog I always tweak the settings a little bit trying to get a good ratio to the distance without hiding all the important details I want to show. I also made some changes to the color correction to give it a less blue and more neutral side.





  • teodar23
    Offline / Send Message
    teodar23 sublime tool
    I think the fog can be toned down a bit and instead use 'localised fog'. Something like a smoke emitter but with large blurred smoke particles.
    Or use a static mesh like a large cube with a volumetric material and place it at some units above the ground...
  • Joopson
    Offline / Send Message
    Joopson quad damage
    The fog and color correction is looking way better now. Loving the look so far.
  • Lewis_kennedy
    Offline / Send Message
    Lewis_kennedy polygon
    it's looking much better now, the fogs a notable improvement, for the figure you may wanna make your own textures, try and make a higher res version of them to match the scene. the first pic of the figure coming out of the fog is a really nice shot, the second one is good as well, but some of the impact is lost from the bodies blurriness. but besides that really well done work.
  • Anthonr4g
    Offline / Send Message
    Anthonr4g polycounter lvl 4
    thank you very much, thanks to your feedback, I'm learning more and more. I think I'll stay on that kind of fog as I'm getting closer and closer to the rendering I was expecting. I took the opportunity to make a small video of the rendering in general. but of course I take note of all your feedback for the future! 

    https://www.youtube.com/watch?v=T3WnynitetM


Sign In or Register to comment.