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(WIP) California Gas Station Environment (UE4) ( Feedback Needed)

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Elivenger triangle
Hello Polycount! I am new to this site and working on my first environment. I have really been trying to stay consistent on this project. I am still in the blocking out phase of my scene. I'm currently trying to nail down the composition and most basic lighting before I move onto actually modeling each asset for real and texturing/polishing it. These are all currently placeholders. I am heavily inspired by the look of GTA V, and the GDC talk Rockstar did on spatial cinematography in their environments. I already have some layout changes I want to make to the storefront and parking lot space, but I wanted to get feedback on how I can improve my overall composition to do a final pass on my layout and move onto the next stage! I'm really excited to hear back and looking forward to your critiques! (BTW, I'm planning on putting most of my effort into the storefront, pumps, and parking lot. The hill and tree will be somewhat important but I am trying to prioritize what gets the most detail. I'm really trying to push myself out of my comfort zone and learn/develop a bunch of new skills. I've never done vegetation before so it'll definitely be a fun challenge to do the different trees (also this is my first UE4 project. I played with Unity for a while but I am pretty new to Unreal. Really liking it so far!) (The vehicles are from the UE Marketplace as I wanted to quickly test if they'd scale well with my scene (not a vehicle artist). Also the grass isn't mine either, but the final piece will only have vegetation that I successfully learn how to make and well.) (I will keep updating this post over time)



I'm thinking of lowering that ATM on the wall as it's a little too high up right now. Also maybe adding some stuff on this side to make it less empty feeling.

(Human Scale Reference Shots)




























































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  • Elivenger
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    Elivenger triangle
    Here are the current mood boards I have made. Will make more in the future as I move further with the project.



  • Elivenger
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    Elivenger triangle
    (3/30/21) Hello again Polycount! I have been working on many changes and small improvements to my scene today. I modeled a placeholder electrical box and placed it in an island in the corner of my parking lot. I UV Unwrapped my storefront, did Color ID, and added some early materials. I made small tweaks to my sky and lighting. I sculpted a little more subtle detail into my hill (new to terrain sculpting and looking to improve). I also removed all the asset pack grass since I will eventually learn to do my own down the line as well as weeds poking out of the distressed cracks in the ground, especially behind the storefront. One of my goals with this project is to get better at substance designer and procedural materials in general. I am still new to the software but very excited by how flexible and powerful it is! I haven't UV Unwrapped my parking lot yet so I put my asphalt on a default plane to test to see how it looks so far. Anyways feel free to give critiques! :)


    (I lowered the ATM on my wall to better fit the player scale height, as well as duplicated the sign in front to have another advertisement.)


    I am using the TexTools plugin for Blender 2.9 to do color ID on my building, but for some reason UE4 doesn't accept all my different colors when I export it into the engine. I have many different pieces to this building so I have a lot of different colors overall. Down the line I am planning to make use of trim sheets for both the storefront and the ceiling top/pillars above the gas pumps, as I recently learned how to make them!

    (Substance Designer Materials) (WIP)

    (This Material will be for the ceiling of the top above the gas pumps)

    (Made a quick glass material for the storefront windows. Will keep tweaking it down the line.)

    (Learned how to make my cement material from Daniel JR Game Art's awesome video tutorial Dry Cement in Substance Designer. Made more changes to mine like adding more dirt spots and made the overall color a light beige)


    (Quixel Mixer Materials) (WIP)

    (Distressed Parking Lot Asphalt)

    (Worn Down Concrete Sidewalk)



















  • Elivenger
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    Elivenger triangle

    I definitely was inspired to do my greybox from this awesome video by Polygon Academy since I am still a beginner who is trying to get organized and disciplined enough to produce a finished polished environment. Gonna keep working at this.
     
  • Elivenger
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    Elivenger triangle
    Also here is the Substance Designer Cement Tutorial by Daniel JR Game Art for anyone interested.



  • Elivenger
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    Elivenger triangle
    (4/1/21) Just a quick update. Since I am still very much in the blockout phase and want to really get a strong foundation before I go and start making assets for real, I decided to go back to the drawing board and redesign my storefront. The original one was modeled after the gas station storefronts in the urban areas of GTA V's Los Santos, and it was really just a test to see if I could do it or not because I am still very much a beginner to intermediate 3D modeler who is gradually building up my confidence and skills with 3D modeling. I decided that I need to double down even harder on getting more reference so I went on google street view and found this gas station that I am gonna base my new design off of. I think it has a more interesting shape to it than the more blocky look of the old storefront. And as a bonus, there is some seriously great texture reference for how gritty and worn down I want my station to look! I feel like I need to go back and redo the front windows as the width of my model is less wide than what the real world width is. I feel like in the final production asset I could make modular pieces to achieve the look and layout of this. Of course with my own fake brand instead of AM PM. The thing is that I still really want to keep that composition I established with the hill and the tree in the center distance and the station top and storefront act as guiding lines guiding the viewer's eye towards the tree. I have to be careful not to undermine that composition with layout changes too much. Anyways feel free to tell me what you think of this layout change idea so far! :)






  • Elivenger
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    Elivenger triangle
    (4/7/21) Hello again Polycount! Just an update on the project so far. Work on the project has slowed down since I recently started a new term of college and have been focusing on my classes, but I am still trying to also put some time aside to keep working on my environment here and there. It can be difficult for me to balance all of these things and still keep consistently working on my scene. However, I have done some new work recently. I have created my second major iteration of the storefront model. Currently the topology is kind of a mess, but later on through iterations I will gradually clean the mesh up more and more. I feel like the proportions of the diagonal front are a lot more accurate in this second iteration. I also added a storefront sign, a very simple air conditioner unit on the roof, and modeled some security cameras for the front. They probably have too much detail at the moment for an iterative blockout, but it was fun to do nonetheless. I of course grabbed some good reference off Google Images first. Speaking of reference gathering, I have been organizing my reference folder with subfolders for different reference categories. Just a small thing, but it's been making the process a lot easier now that I can find what reference image I want quicker, because the amount of images I have in my reference library so far has skyrocketed, and will probably only get larger as the project evolves. Another cool thing I did was test what my terrain could look like with textures. I got the Automatic Landscape Material by RezTech Studios off the Unreal Marketplace and tested the Auto Material with tessellation on my landscape. The final will have my own materials of course but it was just fun to test. I also decided I am going to forgo baked lighting at the moment, as I don't know enough about lightmapping right now and just want to focus on getting my scene blocked out first. Baked lighting has caused me a lot of issues so far and I feel like it'll benefit me more to just keep it all dynamic at this point in time. Anyways, feel free to give any feedback you feel I could use! :)



    One thing that this new iteration has changed is the amount of space in the back of the storefront. It has reduced how much room is back there, but I honestly don't mind. I think it looks fine for what I am doing, and while I will definitely try to make it look detailed back here, my main priorities are the front of the store and the pumps since that's where most of my final camera shots will be setup.

    (Just seeing how the landscape starts to look with tessellated auto materials on it gets me kind of excited for what the final product could look like!)



    (You can see the scale of the front door is still very much a Work In Progress. However it will be improved on in the next iteration)

























  • Elivenger
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    Elivenger triangle
    (4/14/21) I just have to update this really quick. No new progress shots unfortunately because my computer had a corrupt error and doesn't work at the moment. I've been attempting to figure out how to fix it with help from someone else but so far not much luck. I was working on more iterations of my building and was excited to show it, but it's gonna be a while till my computer is fixed. Luckily I most likely didn't lose any of my work and it's safe for now. Fingers crossed though. 
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