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Exterior Tavern Environment UE5 (WIP)

Dolgaror
polycounter lvl 7
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Dolgaror polycounter lvl 7
Hello ! 
I decided to get back to Unreal engine after a few years. My goal with this project is to familiarize again with the Engine, and make a game ready environment in a fantasy universe. I imagine this environment as if it was made for a top down game. I also want to practice and get better at modular construction.
I'm currently at the blockout phase, still adjusting proportions, somes shapes and experimenting with modularity.
Do not hesitate to give critics and feedbacks, I would be happy to have fresh eyes on this work.
Thanks !



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  • Korbology
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    Korbology polycounter lvl 2
    Looking sick! I really like the detailing and composition. I'm guessing the Baldur's Gate bug got you as well? (͠≖ ͜ʖ͠≖)👌

    The one question/critique I have is about the seating area. It looks like the tavern is built on top of a porch that partially overhangs the outdoor seating, but the pillars don't look quite strong or plentiful enough to hold up that entire building. Also isn't that about where the cellars would go under an ordinary tavern? But maybe you already have something in the works to address this.

    Again, looking great!
  • Dolgaror
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    Dolgaror polycounter lvl 7
    Hello Korbology !
    Thanks for your feedback. You are right, currently i've pretty much not work on this zone and this just a rough blockout. In fact beneath the terrace is supposed to be some kind of cave, directly dug into the mountain but this is not visible a at all at the moment. But I keep in mind the fact that I need to show that it support the weight of the tavern above.
    Thank you !
  • Dolgaror
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    Dolgaror polycounter lvl 7
    This last days, I've mainly focused on creating the base assets for the modular pieces. Some of them will be sculpted and I plan to use a mix of trim / tiling textures with unique normal and AO overlay.

  • ThisisVictoriaZ
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    ThisisVictoriaZ polycounter
    Nice renders and kit, looking forward to seeing more of this project!

  • Dolgaror
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    Dolgaror polycounter lvl 7
     Thanks ThisisVictoriaZ ! 
    A few update, things are starting to come together. This is still a little messy, colors and models are not finished at this point.
  • despair
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    despair polycounter lvl 6
    Dolgaror said:
    I worked on the modular kit again, and started sculpting. There was some experimentation to see what works and what doesn't. And lastly I worked on materials, learning substance designer. Here are some renders of the wooden tiles for the roof.

    great render and material there! I have a question about it if you'd like to share. How did you apply it in-engine? Did you use displacements or pixel offset on a plane geo? I can't tell from the render. Thanks in advance
  • ZacD
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    ZacD sublime tool
    Looks like flat geo with modeled shingles on the trim/edges. UE5.3 did add support for nanite displacement which needs r.Nanite.AllowTessellation=1 and r.Nanite.Tessellation=1 set in DefaultEngine.ini. Fortnite uses displacement baked into the models for their buildings. 
  • Dolgaror
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    Dolgaror polycounter lvl 7
    Hello ! I modeled a 2x2m plane based on a displaced high poly mesh. From a top view, I think this is interacting a little bit more with lighting and give a more interesting result. But this is still "placeholder" geometry, not the definitive one and I definitely have some things to tweak and adjust.

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