Hey everyone,
After making my last scene from my own imagination, I wanted to tackle a concept and focus on asset generating skills instead of designing a whole world.
For this project I will be tackling trim sheets, which I have not yet implemented into a portfolio piece. The other main skill I want to practice is using Speedtree. I have a thorough grasp on making organic assets from scratch, but that's simply not always feasible, and being proficient in speedtree will add some more tools to the box.
I decided to make use of the treasure trove of amazing environment art that is Magic the Gathering by recreating the guildgate of my favorite guild from the Ravnica world. There is a guild for every combination of the 5 magic colors, Selesnya being green and white. (as a side note, would Ravnica not be an amazing setting for an open world game? Imagine a procedurally generated fantasy city, but the buildings and areas change depending on which combination of the 5 magic colors has control of the area.) I like to jump right into a project and get the ball rolling by just blocking out the proportions with grey scale shapes.
I will make a basic mood board for this project, but since I'm working from a concept, and the subject matter is already very fleshed out, I'm going to thumb through all my old Selesnya cards and see how different artists decided to capture the mood of the green and white guild, and maybe borrow one of those for an alternate lighting setup, probably twilight or night time. I want this scene to be a fairly true to source recreation, but I will use the alternate light setup as a way to practice lighting and bring some originality into the scene.
Timeline - 8 to 10 weeks - because of the holidays and general corona craziness, I'm going to give myself flexibility with the weekly tasks, allowing tasks to bleed over into the following week, with an initial deadline for the last week of January.
Replies
I've finished what will be the last real big batch of asset production, and am now looking for ways to polish up the scene. I sculpted a new pass on the head, redid the arch that holds the head, and tweaked the bitmaps of all the megascans and speedtree models so that they have a more cohesive green. Some shadows in the foreground and fog sheets over the background buildings have really helped define the depth in the screenshot. I also made a mossy version of the trim sheets which I have subtly vertex painted into various nooks and crannies, just to hide texture repetition and give a little bit of wear to the architecture. Some particle effects to add little glowing orbs to the central trees and some falling leaves will hopefully add some life to the fly-through. And a little post processing in unreal just make it pop. I will make a LUT in photoshop and compare between the two to find the ultimate look I want. I know I can push this scene a little further.
First, the meshes are very low poly and having the camera so close to them doesnt help either.
The stone looks very shiny in most places and seems unnatural. I dont know if raising the roughness or lowering the specular is the way to go. Maybe both...
There are some mesh gaps on the right and top left.
The golden arch thing is clearly 2d and it will help to give it some fake depth with a normalmap that follows the shape. Also, its current normalmap is very noisy and strong so it makes it seem damaged and distorted but that clashes with the actual lack of depth. I dont know if that makes sense but its more of a nitpick so maybe ignore it.