After recently finishing the novel and Finding this awesome concept by Pawel Hordyniak I'm going to recreate this scene inside of Unreal Engine.
I'm taking some big inspiration from Tsutomu Nihei (Blame!, Knights of Cidonia), walled city of kowloon and Stalker to nail down the sense of scale and grungyness of the scene,
Going to try to achieve the same oil paint aesthetic that the original concept has, going to use a mix of hand-painting and PBR to achieve that result.
I will be making this using a mix of tileable textures and trimsheets as well using modular assets to speed up the production.
WIP #1 -Blockout refinement, Smoke Particles, VFX and Basic lighting
Made some additions and changes to the main structure and added some basic lighting, fog and some smoke particles. Also made a small hovering animation for the main model. Need to figure out to modify the Anti Aliasing and how to reduce/remove the white noise around the model.
WIP #2 - More Blockout refinement, Atmospheric fog, terrain and light refining.
Found out that the atmosferic fog is the cause of the noise/squiggly lines around the edge of the main structure, still need to find out how to fix that issue.
low quality gif is low quality
Will work on some basic textures and debris to populate the scene with, really liking how this environment is starting to take shape. Any critiques and comments are welcome.
Some more contrast and value adjustments, going to make some dead and ashy/snowy foliage and break the stairs up a bit After that i will start setting stuff up to upload to my portfolio
You might consider redoing the fog you have surrounding the building. In the original concept the background is kept subdued by the fog while allowing the main building to silhouette nicely against it, but yours looks more like a perlin noise and makes the background blend with the main building instead. Which is the shame because the main building in your piece is extremely well done!
You might consider redoing the fog you have surrounding the building. In the original concept the background is kept subdued by the fog while allowing the main building to silhouette nicely against it, but yours looks more like a perlin noise and makes the background blend with the main building instead. Which is the shame because the main building in your piece is extremely well done!
I'll try reworking the fog to make it more subtle and less noisy, i'm not that well versed in VFX so i have no issues re-doing it, i think its the weakest part of this scene currently, i'll try to find a better method to make it.
I added some cables and removed the black corner in the top left to try to improve the composition
Decided to call this environment done and posted it to artstation with some alternate shots and renders https://www.artstation.com/artwork/0n0oLK I would like to thank everyone that helped me out with critiques and advice, i couldn't have done it without your help.
Replies
Made some additions and changes to the main structure and added some basic lighting, fog and some smoke particles.
Also made a small hovering animation for the main model.
Need to figure out to modify the Anti Aliasing and how to reduce/remove the white noise around the model.
Found out that the atmosferic fog is the cause of the noise/squiggly lines around the edge of the main structure, still need to find out how to fix that issue.
low quality gif is low quality
Will work on some basic textures and debris to populate the scene with, really liking how this environment is starting to take shape. Any critiques and comments are welcome.
Left image is with a FoV of 28 and the right image has an FoV of 35
Debris and Stair High Poly:
Gif of the scene, i need to figure out how to make higher quality gifs or embed videos here
I will focus on texturing and making a high poly of the main structure, and making a landscape material next
After that i will make some floating/ruined buildings for the background
adjusting brightness and contrast
After that i will start setting stuff up to upload to my portfolio
I added some cables and removed the black corner in the top left to try to improve the composition
Reworked the fog
https://www.artstation.com/artwork/0n0oLK
I would like to thank everyone that helped me out with critiques and advice, i couldn't have done it without your help.
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Material Renders inside of Marmoset Toolbag
Unreal Editor View