Home 3D Art Showcase & Critiques

UE4 Environment - Snow Hunt [WIP]

Brandon_KyT
polycounter lvl 3
Offline / Send Message
Brandon_KyT polycounter lvl 3
Been some time since I've posted here and thought it would be fun to show what I'm currently working on! 

Scene is based off of this concept art https://www.artstation.com/artwork/R35mkA


Replies

  • PolyHertz
    Offline / Send Message
    PolyHertz polycount lvl 666
    Looks pretty good so far. I think the pillar shape is quite different then in the concept, but that's understandable seeing as how obscured they are in the concept. The ice cycles could probably also bled in with the stone arch a bit more (they look placed as opposed to organically formed atm). Past that though you seem to be on the right track. :)
  • Brandon_KyT
    Offline / Send Message
    Brandon_KyT polycounter lvl 3
    PolyHertz said:
    Looks pretty good so far. I think the pillar shape is quite different then in the concept, but that's understandable seeing as how obscured they are in the concept. The ice cycles could probably also bled in with the stone arch a bit more (they look placed as opposed to organically formed atm). Past that though you seem to be on the right track. :)
    Thanks man. As I progressed through the project there were a lot of I things I found I could get creative with since the concept didn't offer a ton of detail in some areas. Thanks for pointing out the icicles too I definitely agree, I'll get on that! 
  • Brandon_KyT
    Offline / Send Message
    Brandon_KyT polycounter lvl 3
    Another days worth of work! Mostly lighting changes and tweaks to material instances. 

  • Brandon_KyT
    Offline / Send Message
    Brandon_KyT polycounter lvl 3
    Added a character I got off sketchfab and a few minor composition changes 

  • Brandon_KyT
    Offline / Send Message
    Brandon_KyT polycounter lvl 3
    Still been chipping away at the scene. Lot's of tweaks and iterations but all in all starting to come together! Should probably show some breakdown stuff but if anyone is interested let me know

  • Brandon_KyT
    Offline / Send Message
    Brandon_KyT polycounter lvl 3
    Little more work on the right side wall, had some values on there I forgot to take off from the last post

  • valentin_baguirov
    Offline / Send Message
    valentin_baguirov polycounter lvl 4
    Hello, mate!

    Great work on this, its looking nice. My number once thing I noticed straight away is the differentiation in texel density on the far arch trim comparing to the rest of the environment. To me it looks a bit low rest comparing to everything else and sticks out :) Maybe its just me though 



  • Brandon_KyT
    Offline / Send Message
    Brandon_KyT polycounter lvl 3
    Hello, mate!

    Great work on this, its looking nice. My number once thing I noticed straight away is the differentiation in texel density on the far arch trim comparing to the rest of the environment. To me it looks a bit low rest comparing to everything else and sticks out :) Maybe its just me though 



    Thanks man, quite funny you said that because I actually just touched that up right before checking on the thread haha, I appreciate the feedback though. I think I saw your recent scene on art station yesterday, really awesome looking stuff btw!
  • Brandon_KyT
    Offline / Send Message
    Brandon_KyT polycounter lvl 3


    Worked on some particle effects including a snow panner that blows over the surface of the landscape. 

    Haven't really done any breakdown shots so I thought I'd share some stuff I've been working on. The goal was to make snow that blew over the ground and followed the flow of the landscape. This was done by duplicating the landscape and applying a translucent material that was masked out with some sort of greyscale mask (I just blended a cloud and dirt texture in designer). A panner was applied to the mask so it could move over the terrains surface. This would sit just a top the landscape to give the look of snow blowing over it! (I promise it looks much cooler in motion)




    Another cool trick for the falling snow particles that helped reduce it's particle count whilst keeping the amount of snow look the same was to use a dirt/noise mask for the particles. It creates the illusion that a lot of snow is falling since 1 particle in the emitter looks like 50 or 60 because the mask. Also, instead of putting the snow emitter over the entire scene, you can just put it over your camera to fake it a bit - like when someone's on your roof throwing fake snow out your window. I took the particle count from about 50k to 200 doing this. 

    Credit to Aaron Winnenberg for helping me with many of these things. These are some tips I couldn't really find online so hopefully someone can benefit from this. 



  • carvuliero
  • Brandon_KyT
    Offline / Send Message
    Brandon_KyT polycounter lvl 3

    Thanks for insight, it took me a few times to understand but it actually makes a lot of sense. I will definitely address those issues in the scene!
  • Brandon_KyT
    Offline / Send Message
    Brandon_KyT polycounter lvl 3
    Experimenting on some more camera angles for some story telling, cool stuff!



Sign In or Register to comment.