I was inspired by an Environment concept I saw on Artstation and decided to work on a 3D scene in Unreal Engine to make it look alike. It does feel a little large scale for my experience but I did want to challenge myself and picked it and started working on it. So any help or critic along the way is well appreciated since I do want to improve my skills and learn as well along the process.
Concept Art by Vadim Koval :
https://www.artstation.com/artwork/8eob1xI started with the Blockout in 3Ds Max . Noticed a few modular pieces make up the entire scene. After modeling the base in 3ds max i will sculpt them in Zbrush. As for materials. I decided to create a PBR material in Substance Designer so I do not have to paint them individually, instead keep the mesh optimized for vertex painting inside Unreal Engine itself.
Gathering References:
I will be posting my progression along the way and would like to get feedback to learn and get better results.
3Ds max
Unreal Engine
Modular Pieces
Replies
Usually for static meshes, is re-topo necessary ?
I tried baking the normals on the unwrapped decimated version and found no issues, that's why I ask.
Any advice?
teodar23 said: I agree. I think you don't need to care about optimalization that much if it's only single scene for portfolio.
Might need more advice or help when I get to that part. Will keep updating.
I have one more block of modular pieces to sculpt, then next decimate, unwrap
Only this pillar would be painted in Substance Painter, everything else would be using a Substance Designer texture I create.
Any advice or suggestions moving forward?
I hope I'm going the right direction. Any advice or suggestions are welcome.
Baking only Normals of 11 Materials groups inside Substance Designer. This is the first time I used SD to bake normals at it is quite efficient. Happy to learn some new techniques along the way.
Modifying and exposing few nodes to create a custom Substance Designer Material to be used inside Unreal Engine. With this material I would not have to create Textures for all the objects. Rather will just take this SD material inside Unreal Engine and create UE materials for all the imported objects using respective Baked normals inside Unreal itself. By doing this , I can modify the material inside UE instead of having to recreate materials outside UE and re-import them for any changes.
Since the scene has quite a few elements to it, I felt lazy to texture each object individually and I just came up with this idea if it would be possible to texture the entire scene just based on normals. So did a few experiments back and forth with SD and UE and am happy its sort of working. I thought this would be a common method but could not find any tutorials or anyone applying this method.
Any links / advice available to help me through this step would be appreciated. Or ill keep moving forward and keep posting progress updates.
A common approach is to bake object space textures (normals, ao, etc.) and blend those with tileable textures inside UE. What you are doing is kinda similar only you are using a SD shader instead of a UE shader to derive materials for your assets.
I am doing something similar in my current project but the difference is that its a single prop asset with multiple material layers.
I dont know of any tuts or articles that would help with this approach and i cannot give any advice cause i havent tried this myself so best of luck and hope you can do a "lessons learned" after this to list pros and cons.
Now have to make a few material tweaks since it looks too harsh overall. I can make overall changes to the texture just by Editing a few nodes in SD and reimport that one SD material file and it updates all the textures and UE materials created from that single Substance Instance in the scene.
Then later will download Landscape material from Megascans Bridge and some free foliage from Unreal Marketplace.
The intensity of contrast of base color is dependent on my normal intensity as per the SD graph i created. So I exposed the normal intensity node and just modified it in UE and the contrast went down.
Since I have these exposed nodes, I will tweak them until I get closer results.
Matching Lighting and shadows
Imported Dead Tree from Megascans Bridge.
Modified LUT in Photoshop and used it in UE4 to match my reference, and getting very similar quality ....This is something new I learnt.
Will still tweak a little in post process volume.
I am really liking the directionality in the scene, with the lighting, shadows pointing towards the opening of the temple. Starting to look like the concept. Going to finalize soon and create a 5sec cinematic. Any Advice suggestions at this stage are welcome so i could still modify it before starting to take screenshots.
Something new that I learnt from this project is :
-Scale and Proportion through Blockout .
-Substance Designer Material -Baking Normals and exposed nodes advantage
-Unreal Engine Post process - LUT
-Some Zbrush Rock sculpting
- Post process volume parameters in UE for overall look.
What I still need to learn is
- Lighting in Unreal Engine
Could have optimized the scene more by retopo the imported assets . But since I was focusing on overall look for the scene I had other priorities to focus on.
Assets used
Process: