Home 3D Art Showcase & Critiques

UE5 Environment

polycounter lvl 10
Offline / Send Message
andreygheorghe polycounter lvl 10
Hello!I figured out I should have actual environments in my portofolio too,so I've decided to recreate in UE one concept of a very talented artist : Ken Li .With this ocassion I can focus on learning Substance Designer too,in the screenshots attached are some materials created with it.Also,I've learned so far more about Runtime Virtual Textures,even if I've used them before now they were used to blend between landscape material and the static meshes ones.Here are some screenshots right after the blockout stage,please feel free to comment&critique  :) 

Replies

  • andreygheorghe
    Offline / Send Message
    andreygheorghe polycounter lvl 10
    I rendered a movie of how the camera movement should be on the final shot,but I have some issues with flickering on the right side walls,anyone has any idea why is that?Also,c&c welcomed   :)
    https://www.youtube.com/watch?v=zs6DOSdAXGg
  • andreygheorghe
    Offline / Send Message
    andreygheorghe polycounter lvl 10
    I've continued to refine the level,mostly I've repainted the vertex paint on the walls to make it more irregular and I've also mixed it with a custom dripping grunge texture.Also,I've started to work on the back area,replacing some primitives with actual meshes.The camera FoV was adjusted,for a more wide effect,but now I think it travels a bit too fast or the distance should be smaller.Anyways I think it should look over to a point of interest,which I don't have for now.I've posted the new render and some images with details from the level.
    https://www.youtube.com/watch?v=qKiKI38jZbc



  • andreygheorghe
  • ZacD
    Offline / Send Message
    ZacD ngon master
    Have you tried messing with the lighting and sky? I think the scene could look better with either an overcast sky to have a grey moody vibe or a bright blue sky to contrast the grey environment more. 

    I also think it needs a stronger point of interest, is it the bridges, buildings, or tunnel? 

    The supports under the bridge sections feel a bit flimsy.
  • andreygheorghe
    Offline / Send Message
    andreygheorghe polycounter lvl 10
    @ZacD Yeah,I don't like the lighting either.To better understand what I'm aiming for,this is the concept I'm LOOSELY work after: 
    (the rights of the image belongs to it's creator, Ken Li).As you can see the main light in the concept comes from the front of the camera,that's what I'm trying to replicate,also the fog and desaturation on the far background.Anyways,to create a stronger point of interest I've added 2 spotlight on the R9 building,also I've updated the camera animation so it points to it at the end.I still don't like it 100% but I think is a bit better than what I had before.If you or anyone else by that matter can help me improve the light please do because I'm almost ready with it.
     Here is the latest update,probably the last before final shot,as I started to work on the drones and I only have that and the ship.

    https://www.youtube.com/watch?v=QjxxrvxrSzw
     I have an issue tho,so to not spam the forums I will post it here maybe someone can help me.I've tried to add some smoke over the water cooling plant with Niagara particles.When the blend mode is set to additive it looks ok (the blending between the particles and the opacity) but it doesn't have the right color,it should be way darker and also it doesn't cast shadows.If I set it to translucent,which should be,it turns into a mess,probably the sorting or the blending between particles is messed up.Any idea why?I've uploaded a video demonstrating the issue:
    https://www.youtube.com/watch?v=PAMIhgQ-ngA
  • plaintextures
    Offline / Send Message
    plaintextures polycounter lvl 11
    Textures on wall seem too big and it looks like too much normal/sharpness.
Sign In or Register to comment.