Barrels have been added to the scene, and I've also placed some fog cards! I tried to make my own but I found that this blueprint by Devon Chiu looks much nicer https://gumroad.com/d/1536da1df298479418d7779772d50252 so that's what I currently have in the scene. As far as the values for the lighting, saturation, and luminosity of my scene and textures I'm going to be adding in some post processing after I get more of my models done, currently I have none at all in this environment. I think a good LUT and playing with some of the camera settings with help to get my colors a lot closer to the reference.
For the barrels, I'd love to see more visual separation between the planks. Right now, if I squint, the separations vanish and it almost looks like one piece of wood with metal bands around it: this is especially noticeable when they're far away, like in your scene. Some visual grain separations, or slight differences in color tone, could help maybe? Or some deeper AO baked into the separations? Or a gradient from the outside edges inward on each plank?
One thing I might suggest is painting in extra AO between the planks. That way, you're not just increasing AO throughout the whole model (such as in the grain and where the metal connects to the wood). This way, it just gives the planks separation, and does not affect the grain.
Added a sign and greener water, that was suggested because having lily pads in the water signals that it is stagnating and would have a slightly greener tone. I left in a little blue but I think I may change that to a shade of green as well.
First pass at texturing the boat asset and trying to figure out if i like the blue or the green water better. Also I made some of the shadows a bit more dramatic!
Ive made quite a few small changes to alot of the thing sin the scene to better match the concept, scaling things and just trying to match the general shapes as much as possible with the assets I already have. Also got started on making the wind vane on top of the roof. When I was looking at it closely in the concept it was a bit hard to figure out what shape it actually is but I saw a bit of a fish shape.. I thought it would be fun to incorporate a second fish into the scene to compliment the sign!
Started texturing the wind vane fish, changed the textures for the wood planks that make up the roof a bit, and textured the little bits of wood above the door.
Cattails are done and in the scene and I love how they are turning out!!! Im going to add SSS to the leaves, still trying to figure out how to make that look nice
Took a break for the holidays but now im back working again! Made this little light that goes above the door, i need to work on the lighting in engine but the model looks pretty good so far!
@ThisisVictoriaZ Actually for any part that should be translucent in life) I made this quick example for you. U can apply the vertex colors directly in Unreal using a mesh paint tool. In this I just slightly paint across leaf and stem edges. Vertex color can also be used to remove translucency from desired parts. Hope this helps.
reworking the lighting! Defiantly need some help with this, I rebuilt the whole thing and have been following a polygon academy tutorial but i still feel like its lacking
I made the lantern asset! Also for the lighting one critique i got was to make sure all of my albedos look good together, which would help the lighting look good too. Im probably biased but I think that my base colors do look nice and flow well together for the most part, I had to change some of the values of the fish sign because it was sticking out way too much against the roof.
Finally finished this piece!!! You can check out the whole thing on my artstation post! https://www.artstation.com/artwork/bKnNOa Thank you to everyone whos commented and helped me through this im so happy with how it turned out
Replies
For the barrels, I'd love to see more visual separation between the planks. Right now, if I squint, the separations vanish and it almost looks like one piece of wood with metal bands around it: this is especially noticeable when they're far away, like in your scene. Some visual grain separations, or slight differences in color tone, could help maybe? Or some deeper AO baked into the separations? Or a gradient from the outside edges inward on each plank?
[img]https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcQQEZnkc5wgy4pgnXg7V_ILI_BTdM5weQV7qg&usqp=CAU [/img]
love the color palette and chunkiness!